public void AttemptEquip(OnItemAttemptEquipEventData e)
    {
        EquipmentCollection equipment = e.Equipper.GetComponentInChildren <EquipmentCollection>();

        //only equip item if there is no item currently in slot
        if (EquipableTo.ContainsSlot(e.EquipmentSlot) &&
            !equipment.IsItemInSlot(e.EquipmentSlot) &&
            !equipment.IsEquipped(e.Item)
            )
        {
            e.Item.Emitter.Emit(
                new OnItemEquipEventData(
                    e.Equipper,
                    e.Item,
                    e.EquipmentSlot
                    )
                );
        }
    }
示例#2
0
    public void UICompareTo(OnUIItemEquipmentCompareEventData e)
    {
        e.StatChangesCollection.ClearAll();
        StatCollection playerStats = e.Player.GetComponentInChildren <StatCollection>();
        List <PlayerUIStatModifier> playerUIStats =
            new List <PlayerUIStatModifier>(playerStats.GetComponentsInChildren <PlayerUIStatModifier>());
        Dictionary <string, float> originalStatValues         = new Dictionary <string, float>();
        Dictionary <string, float> bonusStatValues            = new Dictionary <string, float>();
        Dictionary <string, PlayerUIStatModifier> renderables = new Dictionary <string, PlayerUIStatModifier>();

        foreach (PlayerUIStatModifier UIStat in playerUIStats)
        {
            foreach (KeyValuePair <string, float> stat in UIStat.BasedOnStats.GetAllStats())
            {
                if (!originalStatValues.ContainsKey(stat.Key))
                {
                    originalStatValues[stat.Key] = stat.Value;
                }
                else
                {
                    originalStatValues[stat.Key] += stat.Value;
                }
                if (!renderables.ContainsKey(stat.Key))
                {
                    renderables[stat.Key] = UIStat;
                }
            }
        }
        foreach (PlayerUIStatModifier UIStat in StatBonuses)
        {
            foreach (KeyValuePair <string, float> stat in UIStat.BasedOnStats.GetAllStats())
            {
                if (!bonusStatValues.ContainsKey(stat.Key))
                {
                    bonusStatValues[stat.Key] = stat.Value;
                }
                else
                {
                    bonusStatValues[stat.Key] += stat.Value;
                }
                if (!renderables.ContainsKey(stat.Key))
                {
                    renderables[stat.Key] = UIStat;
                }
            }
        }
        EquipmentCollection playerEquipment = e.Player.GetComponentInChildren <EquipmentCollection>();
        Item thisItem = GetComponent <Item>();

        //remove bonus values based on currently equipped item
        if (playerEquipment.IsItemInSlot(e.ForSlot))
        {
            Item i = playerEquipment.GetItemInSlot(e.ForSlot);
            PlayerUIStatModifier[] UIStats = i.GetComponentsInChildren <PlayerUIStatModifier>();
            if (!playerEquipment.IsEquipped(thisItem))
            {
                foreach (PlayerUIStatModifier UIStat in UIStats)
                {
                    foreach (KeyValuePair <string, float> stat in UIStat.BasedOnStats.GetAllStats())
                    {
                        if (!bonusStatValues.ContainsKey(stat.Key))
                        {
                            bonusStatValues[stat.Key] = -stat.Value;
                        }
                        else
                        {
                            bonusStatValues[stat.Key] -= stat.Value;
                        }
                        if (!renderables.ContainsKey(stat.Key))
                        {
                            renderables[stat.Key] = UIStat;
                        }
                    }
                }
            }
        }
        //remove bonus values based on if item is being re-equiped to another slot
        if (playerEquipment.IsEquipped(thisItem))
        {
            PlayerUIStatModifier[] UIStats =
                thisItem.GetComponentsInChildren <PlayerUIStatModifier>();
            foreach (PlayerUIStatModifier UIStat in UIStats)
            {
                foreach (KeyValuePair <string, float> stat in UIStat.BasedOnStats.GetAllStats())
                {
                    if (!bonusStatValues.ContainsKey(stat.Key))
                    {
                        bonusStatValues[stat.Key] = -stat.Value;
                    }
                    else
                    {
                        bonusStatValues[stat.Key] -= stat.Value;
                    }
                    if (!renderables.ContainsKey(stat.Key))
                    {
                        renderables[stat.Key] = UIStat;
                    }
                }
            }
        }
        foreach (KeyValuePair <string, PlayerUIStatModifier> UIStat in renderables)
        {
            if (originalStatValues.ContainsKey(UIStat.Key) &&
                bonusStatValues.ContainsKey(UIStat.Key) &&
                EquippableTo.ContainsSlot(e.ForSlot)
                )
            {
                e.StatChangesCollection.AddStatChange(
                    originalStatValues[UIStat.Key],
                    bonusStatValues[UIStat.Key],
                    UIStat.Value.Icon
                    );
            }
            else if (originalStatValues.ContainsKey(UIStat.Key) && EquippableTo.ContainsSlot(e.ForSlot))
            {
                e.StatChangesCollection.AddStatChange(
                    originalStatValues[UIStat.Key],
                    0,
                    UIStat.Value.Icon
                    );
            }
            else if (bonusStatValues.ContainsKey(UIStat.Key) && EquippableTo.ContainsSlot(e.ForSlot))
            {
                e.StatChangesCollection.AddStatChange(
                    0,
                    bonusStatValues[UIStat.Key],
                    UIStat.Value.Icon
                    );
            }
        }
    }