示例#1
0
 private void ApplyEquipableItemEffect(BaseStats target, ItemConfig item, CharEquipmentSlot equipedOn)
 {
     if (itemEffect == ItemEffect.IncreaseStatTemporarily)
     {
         if (target.GetEquippedItem(equipedOn) == item)
         {
             target.ReturnAfterUnnequip(attributteToModify, item, equipedOn);
         }
         else
         {
             target.ModifyStatByEquip(attributteToModify, modifier, item, equipedOn);
         }
     }
 }
示例#2
0
 private void ReturnItemToInventory(CharEquipmentSlot slotNeeded, BaseStats member, ItemConfig currentEquippedItem)
 {
     member.ReturnAfterUnnequip(currentEquippedItem.GetAttributeToModify(), currentEquippedItem, slotNeeded);
     playerInventory.AddItem(currentEquippedItem, 1);
 }