/* * If handItem: * Drop handItem onto ground * // If pocket exists and full, put pocketItem into hand * * If pocketItem: * Drop pocketItem onto ground * // Pocket of pocket will not exist */ public void UnequipItem(int eei) { if (equipmentEquipableItemArray[eei] != null) { EquipableItem unequipItem = (EquipableItem)equipmentEquipableItemArray[eei]; // TODO handle equipmentEquipableItemArray[eei] = null; unequipItem.BecomeUnobtained(transform); // TODO set eei to -1 //int eeiPocketHypothetical = eei + 1; // hypothetical because pocket may or may not exist //if (equipmentEquipableClassArray[eeiPocketHypothetical] == Equipable.EquipableClass.PocketItem && equipmentEquipableArray[eeiPocketHypothetical] != null) { // PocketItem(eei); //} } }