private void UnregisterEvents() { onItemUnequip = null; onItemEquip = null; onMeleeWeaponEquip = null; onMeleeWeaponUnequip = null; }
/// <summary> /// Eequips the entity to the player /// </summary> /// <param name="entity">The entity to equip</param> /// <param name="bodyPart">The bodypart to equip to</param> /// <param name="type">The equipment type</param> public void Equip(Entity entity, BodyPart bodyPart, EquipType type) { // If there is an item in the current slot, unequip it var currentEquip = activeEquipment[(int)bodyPart]; if (currentEquip != null) { UnequipFromBodySlot(bodyPart); if (currentEquip == entity) { return; } } activeEquipment[(int)bodyPart] = entity; OnItemEquip?.Invoke(entity, bodyPart, type); }