public void EquipSpell(RuntimeSpellItems spell) { currentSpell = spell; UI.QuickSlot uiSlot = UI.QuickSlot.singleton; uiSlot.UpdateSlot(UI.QSlotType.spell, spell.instance.icon); }
public void EquipWeapon(RuntimeWeapon w, bool isLeft = false) { if (isLeft) { if (leftHandWeapon != null) { leftHandWeapon.weapon_Model.SetActive(false); // leftHandWeapon.weapon_Model.transform.localPosition = leftHandWeapon.instance.l_model_unequiped_pos; // leftHandWeapon.weapon_Model.transform.localEulerAngles = leftHandWeapon.instance.l_model_unequiped_eulers; } leftHandWeapon = w; } else { if (rightHandWeapon != null) { rightHandWeapon.weapon_Model.SetActive(false); // rightHandWeapon.weapon_Model.transform.localPosition = rightHandWeapon.instance.r_model_unequiped_pos; // rightHandWeapon.weapon_Model.transform.localEulerAngles = rightHandWeapon.instance.r_model_unequiped_eulers; } rightHandWeapon = w; } string targetIdle = w.instance.oh_idle; targetIdle += (isLeft) ? "_l" : "_r"; states.anim.SetBool(StaticStrings.mirror, isLeft); states.anim.Play(StaticStrings.changeWeapon); states.anim.Play(targetIdle); UI.QuickSlot uiSlot = UI.QuickSlot.singleton; uiSlot.UpdateSlot( (isLeft) ? UI.QSlotType.lh : UI.QSlotType.rh, w.instance.icon); w.weapon_Model.SetActive(true); }
private void Awake() { singleton = this; }