예제 #1
0
    public SpriteRect AnimLoad(game_item item, int _layer)
    {
        Transform child = Instantiate(SpriteContainer).transform;

        child.name = "weapon_anim_walk";
        SpriteRect sr = child.gameObject.AddComponent <SpriteRect>();

        child.SetParent(transform);
        child.localPosition    = Vector3.zero;
        child.localEulerAngles = Vector3.zero;
        child.localScale       = new Vector3(1, 1, 1);

        sr.LoadSprites(item.id_sprite, _layer);

        sr.in_layer = _layer;
        sr.color    = new Color(1, 1, 1, 0);

        return(sr);
    }
예제 #2
0
    public void AddItem(game_item item)
    {
        try
        {
            SpriteRect sr;
            if (item.type == item_type.wand || item.type == item_type.spears ||
                item.type == item_type.bow || item.type == item_type.melee_weapons)
            {
                sr = Wearable_items[item_type.melee_weapons];

                if (item.type == item_type.melee_weapons)
                {
                    sr.in_layer       = hair_l + 3;
                    weapon_anim.color = Color.white;
                }
                else
                {
                    sr.in_layer       = hair_l + 1;
                    weapon_anim.color = new Color(1, 1, 1, 0);
                }
            }
            else
            {
                sr = Wearable_items[item.type];
            }



            sr.LoadSprites(item.id_sprite, sr.in_layer);
            sr.color = item.rarity.color;
        }
        catch
        {
            Transform child = Instantiate(SpriteContainer).transform;
            if (item.type == item_type.wand || item.type == item_type.melee_weapons ||
                item.type == item_type.spears || item.type == item_type.bow)
            {
                child.name = "(weapon slot)";
            }
            else
            {
                child.name = item.type.ToString();
            }
            SpriteRect sr = child.gameObject.AddComponent <SpriteRect>();

            child.SetParent(transform);
            child.localPosition    = Vector3.zero;
            child.localEulerAngles = Vector3.zero;
            child.localScale       = new Vector3(1, 1, 1);

            sr.LoadSprites(item.id_sprite, layers);

            sr.in_layer = layer;
            sr.color    = item.rarity.color;
            layers++;



            if (item.type == item_type.wand || item.type == item_type.spears)
            {
                Wearable_items.Add(item_type.melee_weapons, sr);
            }
            else
            {
                Wearable_items.Add(item.type, sr);
            }
        }
    }