// TODO: In the future, may add a new attribute that allows for bonus effects when equipping certain gear // This may need to be a data type // Compares to see if two ItemDatas are the same public override bool Equals(object other) { GearData compareTo = (GearData)other; if (compareTo.gearSprite == gearSprite && compareTo.gearName == gearName && compareTo.gearDescription == gearDescription && compareTo.typeOfGear == typeOfGear) { return(true); } return(false); }
// We set up all of the variables needed for the gear menu private void InitializeGearMenu() { gearMenuObject.SetActive(true); currentMenuParent = gearMenuObject.transform.GetChild(0).GetChild(0).GetChild(0); int currGearIndex = 0; while (currGearIndex < playerInventory.GetGearInventorySize()) { GearData currGear = playerInventory.GetGearAtIndex(currGearIndex).SpecifiedGear; currentMenuParent.GetChild(currGearIndex).GetComponent <TextMeshProUGUI>().text = currGear.gearName; ++currGearIndex; } // For the rest of the items in the list, we clear them from the screen while (currGearIndex < currentMenuParent.childCount) { currentMenuParent.GetChild(currGearIndex).GetComponent <TextMeshProUGUI>().text = ""; ++currGearIndex; } currentState = MenuStates.GEAR; }
public InventoryGear(GearData newGear, int quantity) { this.specifiedGear = newGear; this.quantity = quantity; }