public void EquipSpell(RuntimeSpellItems spell) { currentSpell = spell; QuickSlot uiSlot = QuickSlot.singleton; uiSlot.UpdateSlot(QSlotType.spell, spell.instance.icon); }
public void EquipWeapon(RuntimeWeapon w, bool isLeft = false) { if (isLeft) { if (leftHandWeapon != null) { leftHandWeapon.weaponModel.SetActive(false); } leftHandWeapon = w; } else { if (rightHandWeapon != null) { rightHandWeapon.weaponModel.SetActive(false); } rightHandWeapon = w; } string targetIdle = w.instance.oh_idle; targetIdle += (isLeft) ? StaticStrings._l : StaticStrings._r; states.anim.SetBool(StaticStrings.mirror, isLeft); states.anim.Play(StaticStrings.changeWeapon); states.anim.Play(targetIdle); QuickSlot uiSlot = QuickSlot.singleton; uiSlot.UpdateSlot( (isLeft)? QSlotType.lh : QSlotType.rh, w.instance.icon); w.weaponModel.SetActive(true); }
public void EquipWeapon(RuntimeWeapon weapon, bool isLeft = false) { if (isLeft) { if (leftHandWeapon != null) { leftHandWeapon.weaponModel.SetActive(false); } leftHandWeapon = weapon; } else { if (rightHandWeapon != null) { rightHandWeapon.weaponModel.SetActive(false); } rightHandWeapon = weapon; } string targetIdle = weapon.Instance.oh_idle; targetIdle += (isLeft) ? StaticStrings._leftPrefix : StaticStrings._rightPrefix; states.animator.SetBool(StaticStrings.animParam_Mirror, isLeft); states.animator.Play(StaticStrings.animState_ChangeWeapon); //Debug.Log("TargetIdle: " + targetIdle); states.animator.Play(targetIdle); Item i = ResourcesManager.Instance.GetItem(weapon.Instance.item_id, Itemtype.Weapon); quickSlotManager.UpdateSlot( (isLeft) ? QSlotType.leftHand : QSlotType.rightHand, i.itemIcon); weapon.weaponModel.SetActive(true); }
public void EquipWeapon(RuntimeWeapon weapon, bool isLeft = false) { string targetIdle = weapon.instance.oh_idle; targetIdle += (isLeft) ? "_l" : "_r"; states.anim.SetBool(StaticStrings.mirror, isLeft); states.anim.Play(StaticStrings.changeWeapon); states.anim.Play(targetIdle); QuickSlot uiSlot = QuickSlot.singleton; uiSlot.UpdateSlot((isLeft) ? QSlotType.lh : QSlotType.rh, weapon.instance.icon); weapon.weaponModel.SetActive(true); }