示例#1
0
    void RemoveTribute(EquipmentObject obj)
    {
        var yourEquips = GameManager.Instance.Inventory.EquipmentPocket.items;


        upgradeTributes.Remove(obj.equipment.inventorySlot.slotIndex);
        itemButtons[buttonNumber].GetComponent <Button>().GetComponent <Image>().color  = Color.white;
        itemButtons[buttonNumber].GetComponent <Button>().GetComponent <Image>().sprite = null;
        obj.equipment.equipment.DeactivateItem(obj.equipment.equipment, itemButtons[buttonNumber].gameObject);
        itemButtons[buttonNumber].name = "equip" + buttonNumber + 1;
        itemButtons[buttonNumber].GetComponentInChildren <TMP_Text>().text = "";

        //make a new copy of the equipment being upgraded, then re-add all of the items already as a tribute so you can remove the exp the removed tribute was giving
        tempEquip = new Equipment(tempEquip.equipment);
        tempEquip.SetInventorySlot(activeEquip.inventorySlot);
        int newExp = 0;

        foreach (KeyValuePair <int, int> tribute in upgradeTributes)
        {
            newExp += tribute.Value;
        }

        CheckEXP(newExp);
        DisplayEquipment();

        itemButtons[buttonNumber].GetComponent <Button>().onClick.RemoveListener(delegate { RemoveTribute(obj); });
        itemButtons[buttonNumber].GetComponent <Button>().onClick.AddListener(delegate { DisplayEquipment(); });
    }
    public EquipmentObject Equip(EquipmentObject eq)
    {
        if (activeIndex == -1)
        {
            list.Add(Instantiate(eq.prefab).GetComponent <Equipment_Master>());
            activeIndex = 0;
            return(null);
        }
        else
        {
            for (int i = 0; i < list.Count; i++)
            {
                if (list[i].equipment.inventoryItem == eq)
                {
                    list[activeIndex].gameObject.SetActive(false);
                    list[i].gameObject.SetActive(true);
                    int x = activeIndex;
                    activeIndex = i;
                    return(list[x].equipment.inventoryItem);
                }
            }

            list.Add(Instantiate(eq.prefab).GetComponent <Equipment_Master>());
            activeIndex = list.Count - 1;
            return(null);
        }
    }
        public static List <EquipmentObject> GetAssignedMachine(int groupID)
        {
            try
            {
                string    query = "Select a.EquipID as ID, b.EquipID as EquipID from MachineGroupRelationTable a left join EquipmentTable b on a.EquipID=b.ID where a.GroupID=" + groupID.ToString() + " order by a.EquipID asc";
                DataTable dt    = new DataTable();
                dt = DBModel.CustomSelectQuery(query);
                List <EquipmentObject> obj = new List <EquipmentObject>();

                if (dt.Rows.Count > 0)
                {
                    foreach (DataRow dr in dt.Rows)
                    {
                        EquipmentObject temp = new EquipmentObject();
                        temp.ID      = Convert.ToInt32(dr["ID"].ToString());
                        temp.EquipID = dr["EquipID"].ToString();

                        obj.Add(temp);
                    }

                    return(obj);
                }
                else
                {
                    return(null);
                }
            }
            catch
            {
                return(null);
            }
        }
 public void ChangeEquipment(EquipmentType equipmentType, EquipmentObject newEquipment)
 {
     //check if anything is currently equipped
     if(equipmentDict[equipmentType] != null)
     {
         //go through each stat stored in character's stat dictionary
         foreach(KeyValuePair<StatType, Stat> stat in statDict)
         { 
             stat.Value.RemoveModifier(equipmentDict[equipmentType].modifierDict[stat.Key]);
         }
         
         equipmentDict[equipmentType] = null;
     }
     //assign new equipment to selected slot (or set to null if just removing equipment)
     if(newEquipment != null)
     {
         //go through each stat stored in character's stat dictionary
         foreach(KeyValuePair<StatType, Stat> stat in statDict)
         { 
             stat.Value.AddModifier(newEquipment.modifierDict[stat.Key]);
         }
         
         equipmentDict[equipmentType] = newEquipment;
     }
 }
示例#5
0
    public void UnEquip(int slotIndex)
    {
        // if there is already something equiped, put it back in bag
        if (CurrentEquipment[slotIndex] != null)
        {
            EquipmentObject oldItem = CurrentEquipment[slotIndex];

            inventory.AddItem(oldItem, 1);

            CurrentEquipment[slotIndex] = null;

            // Update when unequip
            // remove stat
            oldItem.Unequip(PlayerManager.instance.Player);

            /*if (onEquipmentChangedUpdateStats != null)
             * {
             *  onEquipmentChangedUpdateStats.Invoke(null, oldItem);
             * }*/
            // update equipment UI
            if (onEquipmentChangedUpdateUI != null)
            {
                onEquipmentChangedUpdateUI.Invoke();
            }
        }
    }
示例#6
0
    private void UpdateItemSlotOverlayData(string slotName, EquipmentObject equipmentItem, bool ring = false, int ringIndex = 0)
    {
        GameObject slot = null;

        if (!ring)
        {
            slot = this.transform.Find("itemsSlots").Find(slotName).gameObject;
        }

        if (ring)
        {
            switch (ringIndex)
            {
            case 1:
                slot = this.transform.Find("itemsSlots").Find(RingsSlotsName.Ring1Slot.ToString()).gameObject;
                break;

            case 2:
                slot = this.transform.Find("itemsSlots").Find(RingsSlotsName.Ring2Slot.ToString()).gameObject;
                break;

            case 3:
                slot = this.transform.Find("itemsSlots").Find(RingsSlotsName.Ring3Slot.ToString()).gameObject;
                break;
            }
        }

        ColorBackgroundDeppendOfItemRarity(slot, equipmentItem);
        AddItemImageToSlot(slot, equipmentItem);
    }
示例#7
0
    void OnEquipmentChanged(EquipmentObject newItem, EquipmentObject oldItem)
    {
        if (oldItem != null)
        {
            //Armor.RemoveModifier(oldItem.Armor);
            //Damage.RemoveModifier(oldItem.Damage);

            if (oldItem.GetType() == typeof(EquipmentObject) && ((EquipmentObject)oldItem).equipSlotName == EquipmentSlotNames.Weapon)
            {
                // destroy equipment GameObject
                Destroy(playerHand.transform.GetChild(0).gameObject);
                equippedIWeapon = null;
            }
        }

        if (newItem != null)
        {
            //Armor.AddModifier(newItem.Armor);
            //Damage.AddModifier(newItem.Damage);

            if (newItem.GetType() == typeof(EquipmentObject) && ((EquipmentObject)newItem).equipSlotName == EquipmentSlotNames.Weapon)
            {
                // instanciate Weapon GameObject at playerHand position&rotation
                equippedWeapon = (GameObject)Instantiate(
                    Resources.Load <GameObject>("Weapons/" + newItem.ObjectSlug), playerHand.transform.position, playerHand.transform.rotation);
                // make equippedWeapon child of playerHand
                equippedWeapon.transform.SetParent(playerHand.transform);

                equippedIWeapon = equippedWeapon.GetComponent <IWeapon>();
            }
        }
    }
示例#8
0
    public bool CheckItemRequirmentsIfIsAbleToWear(EquipmentObject eqItem)
    {
        var  playerInstance = GameObject.Find("Player").GetComponent <Player>();
        bool wynik          = true;

        if (playerInstance.Level < eqItem.reqLevel)
        {
            wynik = false;
        }

        if (playerInstance.Strength < eqItem.reqStr)
        {
            wynik = false;
        }

        if (playerInstance.Dexterity < eqItem.reqDex)
        {
            wynik = false;
        }
        if (playerInstance.Inteligence < eqItem.reqInt)
        {
            wynik = false;
        }

        return(wynik);
    }
示例#9
0
    /*public void RenderArmor(Armor newArmor)
     * {
     *  int slotIndex = (int) newArmor.equipSlot;
     *
     *  SetEquipmentBlendShapes(newArmor, 100);
     *
     *  SkinnedMeshRenderer newMesh = Instantiate<SkinnedMeshRenderer>(newArmor.mesh, targetMesh.transform, true);
     *
     *  newMesh.bones = targetMesh.bones;
     *  newMesh.rootBone = targetMesh.rootBone;
     *
     *  currentMesh[slotIndex] = newMesh;
     * }*/

    /*public void Unequip(int slotIndex)
     * {
     *  if (currentEquipment[slotIndex] != null)
     *  {
     *      if (currentMesh[slotIndex] != null)
     *      {
     *          Destroy(currentMesh[slotIndex].gameObject);
     *      }
     *      Equipment oldItem = currentEquipment[slotIndex];
     *      //TODO if for armors
     *      SetEquipmentBlendShapes(oldItem, 0);
     *      inventory.Add(oldItem);
     *      if (currentEquipment[slotIndex].GetType() == typeof(Weapon))
     *      {
     *          UnequipWeaponObject((Weapon) currentEquipment[slotIndex]);
     *      }
     *
     *      currentEquipment[slotIndex] = null;
     *
     *      if (onEquipmentchanged != null)
     *      {
     *          onEquipmentchanged.Invoke(null, oldItem);
     *      }
     *  }
     *
     * }*/

    /*public void SetEquipmentBlendShapes(Equipment item, int weight)
     * {
     *  foreach (EquipmentMeshRegion blendShape in item.coveredMeshRegions)
     *  {
     *      targetMesh.SetBlendShapeWeight((int)blendShape, weight);
     *  }
     * }*/

    public void InstantaiateEquipment(Equipment item)
    {
        EquipmentSlot equipmentSlot = item.equipSlot;

        switch (equipmentSlot)
        {
        case EquipmentSlot.RangedWeapon:
            RangedWeaapon = item.EquipmentPrefab;
            if (equippedGun != null)
            {
                Destroy(equippedGun.gameObject);
            }
            equippedGun = Instantiate(item.EquipmentPrefab, weaponHold.position, weaponHold.rotation);
            equippedGun.transform.parent = weaponHold;
            _gunController.equippedGun   = (Gun)equippedGun;
            break;

        case EquipmentSlot.MeleeWeapon:
            MeleeWeapon = item.EquipmentPrefab;
            break;

        case EquipmentSlot.Server:
            Server = item.EquipmentPrefab;
            break;
        }
    }
示例#10
0
 /// <summary>
 /// 通过Spine生成的json,atlas文件创建角色
 /// </summary>
 /// <param name="skeletonJson">Skeleton json.</param>
 /// <param name="atlasText">Atlas text.</param>
 /// <param name="textures">Textures.</param>
 /// <param name="material">Material.</param>
 /// <param name="initialize">If set to <c>true</c> initialize.</param>
 /// <param name="skinName">Skin name.</param>
 /// <param name="animationName">Animation name.</param>
 /// <param name="loop">If set to <c>true</c> loop.</param>
 public void Create(SpineAvatarType avatarType, EquipmentObject eo, Material material, bool initialize, string name, string skinName, string animationName, bool loop, RoleEquipmentData data, Action <Avatar> createSucCallBack, Action <string> failCallBack, Action <bool> createQueueCallBack, bool isTP)
 {
     #if UNITY_ANDROID
     GameManager.Instance.StartCoroutine(Create(avatarType, eo, SkeletonDataAsset.CreateRuntimeInstance(eo.equipmentJsonAsset, AtlasAsset.CreateRuntimeInstance(eo.equipmentTxtAsset, eo.equipmentTexture_Alpha, eo.equipmentTexture_RGB, material, initialize, true), initialize), name, animationName, skinName, loop, data, createSucCallBack, failCallBack, createQueueCallBack, isTP));
     #elif UNITY_IPHONE || UNITY_EDITOR
     GameManager.Instance.StartCoroutine(Create(avatarType, eo, SkeletonDataAsset.CreateRuntimeInstance(eo.equipmentJsonAsset, AtlasAsset.CreateRuntimeInstance(eo.equipmentTxtAsset, new Texture2D[] { eo.equipmentTexture }, material, initialize), initialize), name, animationName, skinName, loop, data, createSucCallBack, failCallBack, createQueueCallBack, isTP));
     #endif
 }
示例#11
0
    private void ColorBackgroundDeppendOfItemRarity(GameObject slot, EquipmentObject item)
    {
        slot.transform.Find("BackgroundRarityColor").gameObject.SetActive(true);
        Color32 bgColor;

        rarityColors.TryGetValue(item.rarity.ToString(), out bgColor);
        slot.transform.Find("BackgroundRarityColor").GetComponent <Image>().color = bgColor;
    }
示例#12
0
        /// <summary>
        /// 通过TextAsset,Texture2D[],Material 获取AtlasRegion集合
        /// </summary>
        /// <returns>The equipment atlas regions.</returns>
        /// <param name="textAsset">Text asset.</param>
        /// <param name="textures">Textures.</param>
        /// <param name="material">Material.</param>

        public List <AtlasRegion> GetEquipmentAtlasRegions(EquipmentObject eo, Material material)
        {
            #if UNITY_ANDROID
            return(AtlasAsset.CreateRuntimeInstance(eo.equipmentTxtAsset, eo.equipmentTexture_Alpha, eo.equipmentTexture_RGB, material, true, true).GetAtlas(true).AtlasRegionList);
            #elif UNITY_IPHONE || UNITY_EDITOR
            return(AtlasAsset.CreateRuntimeInstance(eo.equipmentTxtAsset, new Texture2D[] { eo.equipmentTexture }, material, true).GetAtlas().AtlasRegionList);
            #endif
        }
        public EquipmentObject createEquipmentObject()
        {
            EquipmentObject equipmentObject = new EquipmentObject();

            equipmentObject.Scale    = 1;
            equipmentObject.Velocity = new Vector3(0, 0, 0);

            return(equipmentObject);
        }
示例#14
0
    public void ClearSlot()
    {
        item = null;

        icon.sprite = null;
        // not visible
        icon.enabled        = false;
        removeButon.enabled = false;
    }
示例#15
0
    public void AddItem(EquipmentObject newItem)
    {
        item = newItem;

        icon.sprite = item.Icon;
        // visible
        icon.enabled        = true;
        removeButon.enabled = true;
    }
        public IActionResult AddEquipment([FromBody] EquipmentObject equipment)
        {
            if (equipment != null)
            {
                _service.AddEquipment(equipment);
            }

            return(Ok());
        }
    public static void ExchangeItemForCurrency(GearSlot gearSlot, InventoryObject sellerInv, CurrencyObject mainCurrency)
    {
        EquipmentObject eq        = gearSlot.gear;
        int             itemPrice = eq.SellPrice;

        mainCurrency.IncreaseAmount(itemPrice);
        sellerInv.RemoveGear(gearSlot);

        Debug.Log("Item sold");
    }
示例#18
0
 public bool setEquipmentObject(EquipmentObject _EquipmentObject)
 {
     foreach (BodyPart var_BodyPart in this.bodyParts)
     {
         if (var_BodyPart.Id == _EquipmentObject.PositionInInventory)
         {
             var_BodyPart.setEquipmentObject(_EquipmentObject);
         }
     }
     return(false);
 }
示例#19
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 public bool containsEquipmentObject(EquipmentObject _EquipmentObject)
 {
     foreach (BodyPart var_BodyPart in this.bodyParts)
     {
         if (var_BodyPart.Equipment == _EquipmentObject)
         {
             return(true);
         }
     }
     return(false);
 }
示例#20
0
 public bool setEquipmentObject(EquipmentObject _EquipmentObject)
 {
     if (this.equipment != null)
     {
         return(false);
     }
     else
     {
         this.equipment = _EquipmentObject;
         return(true);
     }
 }
示例#21
0
 public BodyPart(int _Id, Vector3 _Position, Color _Color, String _TexturePath)
 {
     this.position = _Position;
     this.color = _Color;
     this.texturePath = _TexturePath;
     this.direction = DirectionEnum.Down;
     this.animation = new Animation.Animations.StandAnimation(this);
     this.scale = 1.0f;
     this.size = new Vector3(32, 32, 0);
     this.equipment = null;
     this.id = _Id;
     this.acceptedItemTypes = new List<ItemEnum>();
 }
示例#22
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 public override void ClearData()
 {
     if (mObject == null)
     {
         InterruptDown();
     }
     else
     {
         Destroy(mObject);
         mObject = null;
     }
     base.ClearData();
 }
 public void BuyItem(Transform transform)
 {
     int indexOfButton = transform.GetSiblingIndex();
     if (indexOfButton < shopList.ItemsToBuy.Length)
     {
         EquipmentObject itemToBuy = shopList.ItemsToBuy[indexOfButton];
         if (inventory.BuyItem(itemToBuy, currencyID))
         {
             currentPlayerHealth.maxRunTimeValue = currentPlayerHealth.maxRunTimeValue + (itemToBuy.defenceBonus * 2);
             currentPlayerHealth.runTimeValue = currentPlayerHealth.maxRunTimeValue;
             playerHealthObserver.Raise();
         }
     }
 }
示例#24
0
 public BodyPart(int _Id, Vector3 _Position, Color _Color, String _TexturePath)
 {
     this.position             = _Position;
     this.color                = _Color;
     this.texturePath          = _TexturePath;
     this.direction            = DirectionEnum.Down;
     this.animation            = new StandAnimation(this);
     this.scale                = 1.0f;
     this.size                 = new Vector3(32, 32, 0);
     this.equipment            = null;
     this.id                   = _Id;
     this.acceptedItemTypes    = new List <ItemEnum>();
     this.standartTextureShift = new Vector2(0, 0);
 }
示例#25
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    private void Awake()
    {
        if (instance != null)
        {
            Debug.LogWarning("More than one instance of EquipmentManager found !");
            return;
        }
        instance = this;

        // init new Equipment Array with the length of EquipmentSlot that exist
        int numSlots = System.Enum.GetNames(typeof(EquipmentSlotNames)).Length;

        CurrentEquipment = new EquipmentObject[numSlots];
    }
示例#26
0
        public BodyPart(SerializationInfo info, StreamingContext ctxt)
        {
            this.position = (Vector3)info.GetValue("position", typeof(Vector3));
            this.color = (Color)info.GetValue("color", typeof(Color));
            this.texturePath = (String)info.GetValue("texturePath", typeof(String));
            this.standartTextureShift = (Vector2)info.GetValue("standartTextureShift", typeof(Vector2));
            this.scale = (float)info.GetValue("scale", typeof(float));
            this.size = (Vector3)info.GetValue("size", typeof(Vector3));
            this.equipment = (EquipmentObject)info.GetValue("equipment", typeof(EquipmentObject));
            this.id = (int)info.GetValue("id", typeof(int));
            this.acceptedItemTypes = (List<ItemEnum>)info.GetValue("acceptedItemTypes", typeof(List<ItemEnum>));

            this.animation = new Animation.Animations.StandAnimation(this);
        }
示例#27
0
    /// <summary>
    /// Instantie tous les objets physiques reliés à cet équipement
    /// </summary>
    /// <param name="parent">Objet sur lequel les équipements vont être instanciés</param>
    public List <EquipmentObject> InstantiateAllObjects(Transform parent, Ship ship)
    {
        spawnedEquipments = new List <EquipmentObject>();

        foreach (EquipmentObject equipObject in relatedEquipmentObjectsPrefabs)
        {
            EquipmentObject spawnedEquip = Instantiate(equipObject, parent);

            spawnedEquip.SetUp(parent, ship);

            spawnedEquipments.Add(spawnedEquip);
        }

        return(spawnedEquipments);
    }
示例#28
0
        public BodyPart(SerializationInfo info, StreamingContext ctxt)
        {
            this.position             = (Vector3)info.GetValue("position", typeof(Vector3));
            this.color                = (Color)info.GetValue("color", typeof(Color));
            this.texturePath          = (String)info.GetValue("texturePath", typeof(String));
            this.standartTextureShift = (Vector2)info.GetValue("standartTextureShift", typeof(Vector2));
            this.scale                = (float)info.GetValue("scale", typeof(float));
            this.size                = (Vector3)info.GetValue("size", typeof(Vector3));
            this.equipment           = (EquipmentObject)info.GetValue("equipment", typeof(EquipmentObject));
            this.id                  = (int)info.GetValue("id", typeof(int));
            this.acceptedItemTypes   = (List <ItemEnum>)info.GetValue("acceptedItemTypes", typeof(List <ItemEnum>));
            this.positionInInventory = (Vector2)info.GetValue("positionInInventory", typeof(Vector2));

            this.animation = new StandAnimation(this);
        }
示例#29
0
 public bool removeEquipment(EquipmentObject _EquipmentObject)
 {
     foreach (BodyPart var_BodyPart in this.bodyParts)
     {
         if (var_BodyPart.Equipment != null)
         {
             if (var_BodyPart.Equipment.Equals(_EquipmentObject))
             {
                 var_BodyPart.Equipment = null;
                 return(true);
             }
         }
     }
     return(false);
 }
示例#30
0
    public static void TradeItem(GearSlot gearSlot, InventoryObject buyerInv, InventoryObject sellerInv)
    {
        EquipmentObject eq        = gearSlot.gear;
        int             itemPrice = eq.BuyPrice;

        if (ExchangeMainCurrency(itemPrice, buyerInv, sellerInv))
        {
            buyerInv.AddGear(eq);
            Debug.Log("You acquired an item: " + eq);
            sellerInv.RemoveGear(gearSlot);
        }
        else
        {
            Debug.Log("Trade failed.");
        }
    }
        private void createBodySettings(RaceObject _RaceObject, RaceEnum _ObjectRace, GenderEnum _ObjectGender)
        {
            switch (_ObjectRace)
            {
            case RaceEnum.Ogre:
            {
                _RaceObject.Body = new BodyHuman();
                ((BodyHuman)_RaceObject.Body).MainBody.TexturePath = "Character/Ogre1";
                _RaceObject.Size = new Vector3(80, 96, 0);
                _RaceObject.Body.setSize(new Vector3(80, 96, 0));
                //npcObject.CollisionBounds.Add(new Rectangle(17 + (int)npcObject.Size.X / 2, 69 + (int)npcObject.Size.Y / 2, 49, 25));
                break;
            }

            case RaceEnum.Human:
            {
                _RaceObject.Body = new BodyHuman();

                switch (_ObjectGender)
                {
                case GenderEnum.Male:
                    ((BodyHuman)_RaceObject.Body).MainBody.TexturePath = "Character/BodyMale";
                    break;

                case GenderEnum.Female:
                    ((BodyHuman)_RaceObject.Body).MainBody.TexturePath = "Character/BodyFemale";
                    break;
                }

                _RaceObject.CollisionBounds.Add(new Rectangle(8, 20, 12, 2));

                ((BodyHuman)_RaceObject.Body).Hair.TexturePath = "Character/Hair1";

                EquipmentObject var_EquipmentObject_Armor = GameLibrary.Factory.EquipmentFactory.equipmentFactory.createEquipmentArmorObject(GameLibrary.Enums.ArmorEnum.GoldenArmor);
                var_EquipmentObject_Armor.PositionInInventory = 0;

                _RaceObject.Body.setEquipmentObject(var_EquipmentObject_Armor);

                EquipmentObject var_EquipmentObject_Sword = GameLibrary.Factory.EquipmentFactory.equipmentFactory.createEquipmentWeaponObject(GameLibrary.Enums.WeaponEnum.Sword);
                var_EquipmentObject_Sword.PositionInInventory = 1;

                _RaceObject.Body.setEquipmentObject(var_EquipmentObject_Sword);

                break;
            }
            }
        }
示例#32
0
    //from the list of selected equipment, the one clicked on is added to the corresponded spot in the item tributes
    public void SelectEquipment(EquipmentObject obj)
    {
        if (itemButtons[buttonNumber].GetComponent <Button>().GetComponent <Image>().sprite == null)
        {
            upgradeTributes.Add(obj.equipment.inventorySlot.slotIndex, obj.equipment.expGiven);
            itemButtons[buttonNumber].GetComponent <Button>().GetComponent <Image>().color  = Color.white;
            itemButtons[buttonNumber].GetComponent <Button>().GetComponent <Image>().sprite = obj.equipment.equipment.sprite;
            obj.equipment.equipment.ActivateItem(obj.equipment.equipment, itemButtons[buttonNumber].gameObject);
            itemButtons[buttonNumber].name = obj.equipment.itemName + "(" + activeEquip.inventorySlot.itemLevel + ")";
            itemButtons[buttonNumber].GetComponentInChildren <TMP_Text>().text = "Lv. " + obj.equipment.level;

            CheckEXP(obj.equipment.expGiven);
            DisplayEquipment();

            itemButtons[buttonNumber].GetComponent <Button>().onClick.RemoveListener(delegate { DisplayEquipment(); });
            itemButtons[buttonNumber].GetComponent <Button>().onClick.AddListener(delegate { RemoveTribute(obj); });
        }
    }
示例#33
0
文件: Body.cs 项目: Gothen111/2DWorld
 public bool setEquipmentObject(EquipmentObject _EquipmentObject)
 {
     foreach (BodyPart var_BodyPart in this.bodyParts)
     {
         if (var_BodyPart.Id == _EquipmentObject.PositionInInventory)
         {
             var_BodyPart.setEquipmentObject(_EquipmentObject);
         }
     }
     return false;
 }
示例#34
0
文件: Body.cs 项目: Gothen111/2DWorld
 public bool containsEquipmentObject(EquipmentObject _EquipmentObject)
 {
     foreach (BodyPart var_BodyPart in this.bodyParts)
     {
         if (var_BodyPart.Equipment == _EquipmentObject)
         {
             return true;
         }
     }
     return false;
 }
示例#35
0
文件: Body.cs 项目: Gothen111/2DWorld
 public bool removeEquipment(EquipmentObject _EquipmentObject)
 {
     foreach (BodyPart var_BodyPart in this.bodyParts)
     {
         if(var_BodyPart.Equipment!=null)
         {
             if (var_BodyPart.Equipment.Equals(_EquipmentObject))
             {
                 var_BodyPart.Equipment = null;
                 return true;
             }
         }
     }
     return false;
 }
示例#36
0
 public bool setEquipmentObject(EquipmentObject _EquipmentObject)
 {
     if (this.equipment != null)
     {
         return false;
     }
     else
     {
         this.equipment = _EquipmentObject;
         return true;
     }
 }