private void ItemActionMenuEquip(Object[] objects) { Debug.Log("ItemActionMenuEquip"); Item item = (Item)objects[0]; SelectedCharacter.Equip(item); GameManager.ItemActionMenu.Hide(); CharacterActionMenuItems(null); }
private void ItemSelectionMenuOnSelectAttackItem(Object[] objects) { Item item = GameManager.ItemSelectionMenu.MenuItems[GameManager.ItemSelectionMenu.CurrentMenuItemIndex].ItemObject; Debug.LogFormat("Selected a weapon: {0}", item.Text.text); SelectedCharacter.Equip(item); AttackableSpacesWithCharacters.Clear(); HashSet <Vector2> attackablePositions = SelectedCharacter.CalculateAttackablePositions(transform.position.x, transform.position.y, ((Attackable)item).Ranges); AttackableSpacesWithCharacters .AddRange(SelectedCharacter .CreateAttackableTransforms(SelectedCharacter .ExtractAttackablePositionsWithCharacters(attackablePositions))); CurrentState = State.ChoosingAttackTarget; GameManager.ItemSelectionMenu.Hide(); SetAttackableSpaceWithCharacter(); Focus(); }
private void ItemSelectionMenuOnSelectSupportItem(Object[] objects) { Item item = GameManager.ItemSelectionMenu.MenuItems[GameManager.ItemSelectionMenu.CurrentMenuItemIndex].ItemObject; SelectedCharacter.Equip(item); AssistableTransformsWithCharacters.Clear(); HashSet <Vector2> assistablePositions = SelectedCharacter.CalculateAssistablePositions(transform.position.x, transform.position.y, ((Assistable)item).Ranges); AssistableTransformsWithCharacters .AddRange( SelectedCharacter.CreateAssistableTransforms( SelectedCharacter.ExtractAssistablePositionsWithCharacters(assistablePositions))); CurrentState = State.ChoosingAssistTarget; GameManager.ItemSelectionMenu.Hide(); SetAssistableTransformWithCharacter(); Focus(); }