public void EquipConsuamble(RuntimeConsumable consum) { curConsumable = consum; UI.QuickSlot uiSlot = UI.QuickSlot.singleton; uiSlot.UpdateSlot(UI.QSlotType.item, consum.instance.icon); }
public void EquipWeapon(Runtimeweapon w, bool isLeft = false) { if (isLeft) { if (leftHandWeapon != null) { leftHandWeapon.weaponModel.SetActive(false); } leftHandWeapon = w; } else { if (rightHandWeapon != null) { rightHandWeapon.weaponModel.SetActive(false); } rightHandWeapon = w; } string targetIlde = w.instance.oh_idle; targetIlde += (isLeft) ? "_l" : "_r"; states.anim.SetBool(StaticStrings.mirror, isLeft); states.anim.Play(StaticStrings.changeWeapon); states.anim.Play(targetIlde); UI.QuickSlot uiSlot = UI.QuickSlot.singleton; uiSlot.UpdateSlot((isLeft) ? UI.QSlotType.lh : UI.QSlotType.rh, w.instance.icon); w.weaponModel.SetActive(true); }
public void EquipSpell(RuntimeSpellItems spell) { currentSpell = spell; UI.QuickSlot uiSlot = UI.QuickSlot.singleton; uiSlot.UpdateSlot(UI.QSlotType.spell, spell.instance.icon); }
void Awake() { singleton = this; }