public void EquipConsuamble(RuntimeConsumable consum) { curConsumable = consum; UI.QuickSlot uiSlot = UI.QuickSlot.singleton; uiSlot.UpdateSlot(UI.QSlotType.item, consum.instance.icon); }
public RuntimeConsumable ConsumableToRuntime(Consumable c) { GameObject go = new GameObject(); RuntimeConsumable inst = go.AddComponent <RuntimeConsumable>(); go.name = c.itemName; inst.instance = new Consumable(); StaticFunctions.DeepCopyConsumables(inst.instance, c); if (inst.instance.itemPrefab != null) { GameObject model = Instantiate(inst.instance.itemPrefab) as GameObject; Transform p = states.anim.GetBoneTransform(HumanBodyBones.RightHand); model.transform.parent = p; model.transform.localPosition = inst.instance.r_model_pos; model.transform.localEulerAngles = inst.instance.r_model_eulers; Vector3 targetScale = inst.instance.model_scale; if (targetScale == Vector3.zero) { targetScale = Vector3.one; } model.transform.localScale = targetScale; inst.itemModel = model; inst.itemModel.SetActive(false); //create here } return(inst); }
public void DectectItemaction() { if (onEmpty == false || usingItem || isBlocking) { return; } if (itemInput == false) { return; } if (inventoryManager.curConsumable == null) { return; } if (inventoryManager.curConsumable.itemCount < 1 && inventoryManager.curConsumable.unlimitedCount == false) { return; } RuntimeConsumable slot = inventoryManager.curConsumable; string targetAnim = slot.instance.targetAnim; if (string.IsNullOrEmpty(targetAnim)) { return; } usingItem = true; anim.Play(targetAnim); }
public void LoadInventory() { unarmedRuntime = WeaponToRuntimeWeapon(ResourcesManager.singleton.GetWeapon(unarmedId), false); for (int i = 0; i < rh_weapons.Count; i++) { Runtimeweapon rw = WeaponToRuntimeWeapon(ResourcesManager.singleton.GetWeapon(rh_weapons[i])); r_r_weapons.Add(rw); } for (int i = 0; i < lh_weapons.Count; i++) { Runtimeweapon rw = WeaponToRuntimeWeapon(ResourcesManager.singleton.GetWeapon(lh_weapons[i]), true); r_l_weapons.Add(rw); } if (r_r_weapons.Count > 0) { if (r_index > r_r_weapons.Count - 1) { r_index = 0; } rightHandWeapon = r_r_weapons[r_index]; } if (r_l_weapons.Count > 0) { if (l_index > r_l_weapons.Count - 1) { l_index = 0; } leftHandWeapon = r_l_weapons[l_index]; } if (rightHandWeapon != null) { EquipWeapon(rightHandWeapon, false); } if (leftHandWeapon != null) { EquipWeapon(leftHandWeapon, true); hasLeftHandWeapon = true; } for (int i = 0; i < spell_items.Count; i++) { SpellToRuntimeSpell(ResourcesManager.singleton.GetSpell(spell_items[i])); } //hasLeftHandWeapon = (leftHandWeapon != null); if (r_spells.Count > 0) { if (s_index > r_spells.Count) { s_index = 0; } EquipSpell(r_spells[s_index]); } for (int i = 0; i < consumable_items.Count; i++) { RuntimeConsumable c = ConsumableToRuntime(ResourcesManager.singleton.GetConsumable(consumable_items[i])); r_consum.Add(c); } if (r_consum.Count > 0) { if (c_index > r_consum.Count - 1) { c_index = 0; } EquipConsuamble(r_consum[c_index]); } InitALLDamageColliders(states); CloseAllDamageColliders(); }