public void EmptySlot(SlotType slot) { EquipSlotVisuals relatedVisuals = visualsByType[(int)slot]; relatedVisuals.itemIcon.sprite = emptySprite; SetSlotIcons(relatedVisuals.healthIndicator, 0, positiveHealthSprite, negativeHealthSprite); SetSlotIcons(relatedVisuals.armorIndicator, 0, armorSprite, null); SetSlotIcons(relatedVisuals.speedIndicator, 0, positiveSpeedSprite, negativeSpeedSprite); SetSlotIcons(relatedVisuals.parryTimeIndicator, 0, positiveParryTimeSprite, negativeParryTimeSprite); SetSlotIcons(relatedVisuals.damageIndicator, 0, positiveDamageSprite, negativeDamageSprite); }
public void EquipItem(ItemStats item) { if (item == null) { return; } EquipSlotVisuals relatedVisuals = visualsByType[(int)item.itemSlot]; switch (item.itemSlot) { case SlotType.Head: playerData.helmetSlotAdress = item.itemAdress; break; case SlotType.Chest: playerData.chestArmorSlotAdress = item.itemAdress; break; case SlotType.Hands: playerData.gauntletSlotAdress = item.itemAdress; break; case SlotType.Legs: playerData.legArmorSlotAdress = item.itemAdress; break; case SlotType.Feet: playerData.footArmorSlotAdress = item.itemAdress; break; case SlotType.Weapon: playerData.weaponSlotAdress = item.itemAdress; break; } relatedVisuals.itemIcon.sprite = item.menuSprite; //Displays the items stats on the main equip screen SetSlotIcons(relatedVisuals.healthIndicator, item.healthMod, positiveHealthSprite, negativeHealthSprite); SetSlotIcons(relatedVisuals.armorIndicator, item.armorMod, armorSprite, null); SetSlotIcons(relatedVisuals.speedIndicator, Mathf.FloorToInt(item.speedMod * 10), positiveSpeedSprite, negativeSpeedSprite); SetSlotIcons(relatedVisuals.parryTimeIndicator, Mathf.FloorToInt(item.staggerMod * 10), positiveParryTimeSprite, negativeParryTimeSprite); SetSlotIcons(relatedVisuals.damageIndicator, item.damageMod, positiveDamageSprite, negativeDamageSprite); playerVisuals.DisplayEquipment(item); //Save Selection to the Savefile and return to the main equip screen. playerData.SaveDataToPrefs(); }