private void EquipEquipment(Equipment_Slot slot, Item theItem) { if (slot.GetEquipmentSlotType() == EquipmentSlotType.RHWeapon) { EquipRightHand(theItem); } if (slot.GetEquipmentSlotType() == EquipmentSlotType.BodyArmour) { print("Equiping some arrmor... Come on program it!!!"); } }
public Item WhichItemInSlot(Equipment_Slot slot) { if (slot.GetEquipmentSlotType() == EquipmentSlotType.RHWeapon) { return(rightHand); } if (slot.GetEquipmentSlotType() == EquipmentSlotType.BodyArmour) { return(bodyArmor); } return(null); }
public void EquipEquipmentInSlot(Item theItem, Equipment_Slot slot) // Equips in the correct slot // FOR ADDING NEW EQUIPMENTSLOTS { if (slot.GetEquipmentSlotType() == EquipmentSlotType.RHWeapon) { EquipRightHand(theItem); } if (slot.GetEquipmentSlotType() == EquipmentSlotType.BodyArmour) { //equipBodyArmour(theItem.GetItemBodyArmour()); EquipBodyArmour(theItem); } restartAnimationEvent(); }
public void UnEquipSlot(Equipment_Slot slot) { if (slot.GetEquipmentSlotType() == EquipmentSlotType.RHWeapon) { UnEquipRightHand(); } else { Debug.LogError("Slot type not supported"); } restartAnimationEvent(); }
private bool EquipmentSlotFree(Equipment_Slot equipmentSlot) { if (equipmentSlot.GetEquipmentSlotType() == EquipmentSlotType.RHWeapon) { if (rightHand == false) // FIND IF THE RIGHT HAND SLOT IS EMPY THEN RIGHT ALL THE OTHER SLOTS IF THEY ARE EMPTY { return(true); } return(false); } //add others equipment slots here Debug.LogError("EQUIPMENTSLOT FREE CHECK OUT OF BOUNDS"); return(false); }
public bool DoesEquipmentMatchSlot(Item theItem, Equipment_Slot slot) // Checks to see if the equipment matches the slot { if (theItem != null) { if (theItem.GetItemWeapon() != null || theItem.GetItemBodyArmour() != null) // FOR ADDING NEW EQUIPMENTSLOTS { print("Ready to put weapon in slot"); if (slot.GetEquipmentSlotType() == theItem.GetEquipmentSlotType()) // TODO PROGRAM THIS SO IT CAN LOOK AT THE SLOT AND THE WEAPON { print("Equip equipment"); return(true); } Debug.LogError("Wrong slot type"); return(false); } Debug.LogWarning("No weapon"); return(false); } print("no item"); return(false); }
private EquipmentSlotType WhichEquipmentSlot(Equipment_Slot theSlot) { return(theSlot.GetEquipmentSlotType()); }