Exemplo n.º 1
0
    //************************************//
    //****************Equip***************//
    //************************************//
    public virtual void Equip(Equipment_Foundation Equipment, Assign_Slot Equip_Slot)
    {
        Statuses_Activate(State.Equip);
        Slot[Equip_Slot.toInt()].Passives.ForEach(p => Passives.Remove(p));
        Slot[Equip_Slot.toInt()] = Equipment;
        if (Equipment.Passives.Count > 0)
        {
            Equipment.Passives.ForEach(p => Passives.Add(p));
        }

        Turn = false;
    }
Exemplo n.º 2
0
    private void Equipment(ref Creature Creature_Editor)
    {
        EditorGUILayout.ObjectField("Primary Hand",Creature_Editor.Slot[(int)Assign_Slot.Primary_Hand],typeof(Equipment_Foundation),true);
        EditorGUILayout.ObjectField("Secondary Hand",Creature_Editor.Slot[(int)Assign_Slot.Secondary_Hand],typeof(Equipment_Foundation),true);
        EditorGUILayout.ObjectField("Armor",Creature_Editor.Slot[(int)Assign_Slot.Armor],typeof(Equipment_Foundation),true);
        EditorGUILayout.ObjectField("Arrow",Creature_Editor.Slot[(int)Assign_Slot.Arrow],typeof(Equipment_Foundation),true);

        EditorGUILayout.BeginHorizontal ();
        Equipped = (Equipment_Foundation)EditorGUILayout.ObjectField("Equip",Equipped,typeof(Equipment_Foundation),true);
        Slot = (Assign_Slot)EditorGUILayout.EnumPopup(Slot);
        if(GUILayout.Button("Yield",GUILayout.Width(45f),GUILayout.Height(14f)))
        {
            Creature_Editor.Equip(Equipped,Slot);
        }
        if(GUILayout.Button("Reset",GUILayout.Width(45f),GUILayout.Height(14f)))
        {
            Creature_Editor.Slot[(int)Assign_Slot.Primary_Hand] = (Equipment_Foundation)AssetDatabase.LoadAssetAtPath("Assets/Prefabs/System/Nothing/None_Hand_1H.prefab",typeof(Equipment_Foundation));
            Creature_Editor.Slot[(int)Assign_Slot.Secondary_Hand] = (Equipment_Foundation)AssetDatabase.LoadAssetAtPath("Assets/Prefabs/System/Nothing/None_Hand_1H.prefab",typeof(Equipment_Foundation));
            Creature_Editor.Slot[(int)Assign_Slot.Armor] = (Equipment_Foundation)AssetDatabase.LoadAssetAtPath("Assets/Prefabs/System/Nothing/None_Armor.prefab",typeof(Equipment_Foundation));
            Creature_Editor.Slot[(int)Assign_Slot.Arrow] = (Equipment_Foundation)AssetDatabase.LoadAssetAtPath("Assets/Prefabs/System/Nothing/None_Arrow.prefab",typeof(Equipment_Foundation));
        }
        EditorGUILayout.EndHorizontal ();
    }