Пример #1
0
    public void _Dequip()
    {
        bool success = false;

        IsEquipmentSlot[] slots = FindObjectsOfType(typeof(IsEquipmentSlot)) as IsEquipmentSlot[];
        foreach (IsEquipmentSlot s in slots)
        {
            // if slot names match, then this is a compatible slot.
            // insert if this slot is open
            if (s.name == this.name)
            {
                if (!s.IsEmpty())
                {
                    s.Remove();
                    success = true;
                    break;
                }
            }
        }

        if (success)
        {
            // apply one time buffs
            if (buffs)
            {
                if (!buffs.GetRecipient())
                {
                    buffs.SetRecipient(GetRecipient());
                }

                buffs.Remove();
                isEquipped = false;
            }
            // animations
            AnimatorOverrideMixin ao = GetComponent <AnimatorOverrideMixin>();
            if (ao)
            {
                // check if there's no recipient
                if (!ao.GetRecipient())
                {
                    ao.SetRecipient(GetRecipient());
                }
                // execute!!!!
                ao.setDefaultAnimation();
                isEquipped = false;
            }
        }
        else
        {
            Debug.Log("IsEquipable::Dequip:  Error, dequip failed...?");
        }
    }
Пример #2
0
    public void _Equip()
    {
        bool success = false;

        IsEquipmentSlot[] slots = FindObjectsOfType(typeof(IsEquipmentSlot)) as IsEquipmentSlot[];
        foreach (IsEquipmentSlot s in slots)
        {
            // if slot names match, then this is a compatible slot.
            // insert if this slot is open
            if (s.name == this.name)
            {
                if (s.IsEmpty())
                {
                    s.Insert(this);
                    success = true;

                    break;
                }
            }
        }

        if (success)
        {
            // apply one time buffs
            if (buffs)
            {
                if (!buffs.GetRecipient())
                {
                    buffs.SetRecipient(GetRecipient());
                }

                buffs.Apply();
                isEquipped = true;
            }
            // check if there's an animator override component
            AnimatorOverrideMixin ao = GetComponent <AnimatorOverrideMixin>();
            if (ao)
            {
                // check if there's no recipient
                if (!ao.GetRecipient())
                {
                    ao.SetRecipient(GetRecipient());
                }
                // execute
                ao.overrideAnimation();
                isEquipped = true;
            }

            // check if its a weapon
            IsWeapon we = GetComponent <IsWeapon>();
            if (we)
            {
                // check if there's no recipient
                if (!we.GetRecipient())
                {
                    we.SetRecipient(GetRecipient());
                }
                // execute
                isEquipped = true;
            }
        }
        else
        {
            Debug.Log("IsEquipable::Equip:  Error, no available slots to insert into! Try unequipping something will ya?");
        }
    }