/// <summary> /// To Do : Update Weapon User Interface /// </summary> public void UpdateWeaponGraphic() { weapon = character.GetEquippedWeapon().GetItemTier(); switch (weapon) { case Item.ItemTiers.None: weaponObj.SetActive(false); break; case Item.ItemTiers.Common: weaponObj.SetActive(true); weaponIcon.color = Color.gray; break; case Item.ItemTiers.Rare: weaponObj.SetActive(true); weaponIcon.color = myBlue; break; case Item.ItemTiers.Epic: weaponObj.SetActive(true); weaponIcon.color = myPurple; break; case Item.ItemTiers.Legendary: weaponObj.SetActive(true); weaponIcon.color = myOrange; break; } }
public void UpdateHelmetGraphic() { helmet = character.GetEquippedHelmet().GetItemTier(); { switch (helmet) { case Item.ItemTiers.None: helmetObj.gameObject.SetActive(false); break; case Item.ItemTiers.Common: helmetObj.gameObject.SetActive(true); helmetUi.color = Color.gray; break; case Item.ItemTiers.Rare: helmetObj.gameObject.SetActive(true); helmetUi.color = myBlue; break; case Item.ItemTiers.Epic: helmetObj.gameObject.SetActive(true); helmetUi.color = myPurple; break; case Item.ItemTiers.Legendary: helmetObj.gameObject.SetActive(true); helmetUi.color = myOrange; break; } } }
public void UpdateShieldSegments() { bodyArmor = character.GetEquippedArmor().GetItemTier(); switch (bodyArmor) { case Item.ItemTiers.None: for (int i = 0; i < shieldObjs.Count; i++) { shieldObjs[i].SetActive(false); } ArmorObj.gameObject.SetActive(false); break; case Item.ItemTiers.Common: for (int i = 0; i < shieldObjs.Count; i++) { if (i < 2) { shieldObjs[i].SetActive(true); shields[i].color = Color.white; } else { shieldObjs[i].SetActive(false); } } ArmorObj.gameObject.SetActive(true); armorUi.color = Color.grey; break; case Item.ItemTiers.Rare: for (int i = 0; i < shields.Count; i++) { if (i < 3) { shieldObjs[i].SetActive(true); shields[i].color = myBlue; } else { shieldObjs[i].SetActive(false); } ArmorObj.gameObject.SetActive(true); armorUi.color = myBlue; } break; case Item.ItemTiers.Epic: for (int i = 0; i < shieldObjs.Count; i++) { shieldObjs[i].SetActive(true); shields[i].color = myPurple; } ArmorObj.gameObject.SetActive(true); armorUi.color = myPurple; break; case Item.ItemTiers.Legendary: for (int i = 0; i < shieldObjs.Count; i++) { shieldObjs[i].SetActive(true); shields[i].color = myOrange; } ArmorObj.gameObject.SetActive(true); armorUi.color = myOrange; break; } }