void LoadWeaponItem(ResourcesManager resManager, IconBase icon) { ItemInventoryInstance invInstance = session.GetWeaponItem(icon.id); string weaponID = invInstance.itemId; WeaponStats weaponStats = resManager.GetWeaponStats(weaponID); Item item = resManager.GetItem(weaponID, Itemtype.Weapon); equipment_Left.currentItem.text = item.name_item; //Update Center Overlay UI Panel UpdateCenterOverlay(item); center_Overlay.skillName.text = weaponStats.skillName; //Center Main UI weaponInfo.smallIcon.sprite = item.itemIcon; weaponInfo.itemName.text = item.name_item; weaponInfo.weaponType.text = weaponStats.weaponType; weaponInfo.damageType.text = weaponStats.damageType; weaponInfo.skillName.text = weaponStats.skillName; weaponInfo.weightCost.text = weaponStats.weightCost.ToString(); //Update the min durability!!! weaponInfo.durability_Min.text = weaponInfo.durability_Max.ToString(); weaponInfo.durability_Max.text = weaponInfo.durability_Max.ToString(); //Attack Power UpdateAttackDefenseUIElement(weaponInfo.attackPowerSlots, AttackDefenseType.Physical, weaponStats.attackPhysical.ToString()); UpdateAttackDefenseUIElement(weaponInfo.attackPowerSlots, AttackDefenseType.Magic, weaponStats.attackMagic.ToString()); UpdateAttackDefenseUIElement(weaponInfo.attackPowerSlots, AttackDefenseType.Fire, weaponStats.attackFire.ToString()); UpdateAttackDefenseUIElement(weaponInfo.attackPowerSlots, AttackDefenseType.Lightning, weaponStats.attackLigthning.ToString()); UpdateAttackDefenseUIElement(weaponInfo.attackPowerSlots, AttackDefenseType.Dark, weaponStats.attackDark.ToString()); UpdateAttackDefenseUIElement(weaponInfo.attackPowerSlots, AttackDefenseType.Critical, weaponStats.attackCritical.ToString()); UpdateAttackDefenseUIElement(weaponInfo.additionalEffects, AttackDefenseType.Frost, weaponStats.attackFrost.ToString(), true); UpdateAttackDefenseUIElement(weaponInfo.additionalEffects, AttackDefenseType.Curse, weaponStats.attackCurse.ToString(), true); //UpdateAttackDefenseUIElement(weaponInfo.additionalEffects, AttackDefenseType.Poison, weaponStats.poisonDamage.ToString()); //UpdateAttackDefenseUIElement(weaponInfo.additionalEffects, AttackDefenseType.Bleed, weaponStats.frostDamage.ToString(), true); //Guard Absorptions UpdateAttackDefenseUIElement(weaponInfo.guardAbsorptions, AttackDefenseType.Physical, weaponStats.defensePhysical.ToString()); UpdateAttackDefenseUIElement(weaponInfo.guardAbsorptions, AttackDefenseType.Magic, weaponStats.defenseMagic.ToString()); UpdateAttackDefenseUIElement(weaponInfo.guardAbsorptions, AttackDefenseType.Fire, weaponStats.defenseFire.ToString()); UpdateAttackDefenseUIElement(weaponInfo.guardAbsorptions, AttackDefenseType.Lightning, weaponStats.defenseLigthning.ToString()); UpdateAttackDefenseUIElement(weaponInfo.guardAbsorptions, AttackDefenseType.Dark, weaponStats.defenseDark.ToString()); UpdateAttackDefenseUIElement(weaponInfo.guardAbsorptions, AttackDefenseType.Dark, weaponStats.defenseDark.ToString()); UpdateAttackDefenseUIElement(weaponInfo.guardAbsorptions, AttackDefenseType.Stability, weaponStats.defenseStability.ToString()); }
void UpdateItemSlotInfo(ResourcesManager resManager, IconBase iconBase, Itemtype itemtype) { ItemInventoryInstance invInstance = null; if (!centerOverlayIsOpen) { centerOverlay.SetActive(false); } centerOverlay.SetActive(false); switch (itemtype) { case Itemtype.Spell: break; case Itemtype.Consumable: invInstance = session.GetConsumableItem(iconBase.id); centerOverlay.SetActive(true); break; case Itemtype.Equipment: //invInstance = session.GetArmorItem(iconBase.id); centerOverlay.SetActive(true); break; default: break; } string itemID = invInstance.itemId; Item item = resManager.GetItem(itemID, itemtype); UpdateCenterOverlay(item); equipment_Left.currentItem.text = item.name_item; }