public void ChangeWeapon(ItemPickUp weaponPickUp) { if (!characterDefinition.UnEquipWeapon(weaponPickUp, characterInventory, characterWeaponSlot)) { characterDefinition.EquipWeapon(weaponPickUp, characterInventory, characterWeaponSlot); } else { characterDefinition.EquipWeapon(weaponPickUp, characterInventory, characterWeaponSlot); } }
public void ChangeWeapon(ItemPickUp weaponPickup) { if (!characterDefinition.UnequipWeapon(weaponPickup, inventory, characterWeaponSlot)) { characterDefinition.EquipWeapon(weaponPickup, inventory, characterWeaponSlot); } }
public void ChangeWeapon(ItemPickUp weaponPickUp) { if (!CharacterDefinition.UnEquipWeapon(weaponPickUp, CharacterWeaponSlot)) { CharacterDefinition.EquipWeapon(weaponPickUp, CharacterWeaponSlot); weaponPickUp.gameObject.SetActive(false); //Want to destroy it, but somehow it bugs destroy of the weapon in character hand } }
// We are making use of the previously wrote Method UnEquipWeapon in CharacterStats_SO which is very smart // We need to check if the Current item we want to add is allready equiped and if it is we need to remove it. // To make room for a new GameObject. // We now have defined the characters Inventors and weaponSlot in the field region. And are to use them now!!!!!!!!!!!! // We dont need to pass them because this class has direct access to them wtf am i doing???? // ChangeWeapon needs to be able to Equip and UnEquip weapons. #endregion public void ChangeWeapon(ItemPickUp weaponPickUp) { // Logic statement here! if (!charDefinition.UnEquipWeapon(weaponPickUp, charInv, charWeaponSlot)) { charDefinition.EquipWeapon(weaponPickUp, charInv, charWeaponSlot); } }
void Start() { if (null != characterDefinitionTemplate) { characterDefinition = Instantiate(characterDefinitionTemplate); } if (!characterDefinition.setManually) { characterDefinition.maxHealth = 100; characterDefinition.CurrentHealth = 50; characterDefinition.maxMana = 25; characterDefinition.currentMana = 10; characterDefinition.maxWealth = 500; characterDefinition.currentWealth = 0; characterDefinition.baseDamage = 2; characterDefinition.currentDamage = characterDefinition.baseDamage; characterDefinition.baseResistance = 0; characterDefinition.currentResistance = 0; characterDefinition.maxEncumbrance = 50f; characterDefinition.currentEncumbrance = 0f; characterDefinition.charExperience = 0; //characterDefinition.charLevel = 1; } if (defaultWeapon != null) { characterDefinition.EquipWeapon(defaultWeapon, characterWeaponSlot); } characterDefinition.Init(); InvokeRepeating("RegenHealth", 1, 1); }