public bool hasSlot(GameTypes.EquipmentSlots slot) { if (mSlots.Contains(slot)) { return(true); } else { return(false); } }
private bool slotFilled(GameTypes.EquipmentSlots slot) { if (mSlotMap.ContainsKey(slot)) { //the slot is filled return(true); } else { return(false); } }
//unequip the item if it is an equip item and it is equipped //------------------------------------------------------------------------------------------------- // public methods //------------------------------------------------------------------------------------------------- public void clearSlot(GameTypes.EquipmentSlots slot) { //is this slot filled? if (!hasSlot(slot) || mSlotMap.ContainsKey(slot) == false) { Debug.Log("The inventory doesnt have this slot, or it is not filled"); return; } //find the item in the slot Debug.Log(slot.ToString()); //if ( mSlotMap.ContainsKey(slot) == false ) return; EquipItem ei = mSlotMap[slot]; //make sure it's valid if (!ei) { Debug.Log("The item in this slot is invalid"); return; } //unequip the item unequipItem(ei); }