/** * Enable this item- should be called when an item * is unequipped. This will re-enable the BoxCollider2D * and RigiBody2D components. Will set it's parent to * null, and Active to false (so it won't render) * * @param EquipmentItem item The item **/ private void EnableItem(EquipmentItem item) { item.transform.parent = null; item.gameObject.SetActive(false); item.GetComponent <BoxCollider2D>().enabled = true; item.GetComponent <Rigidbody2D>().isKinematic = false; }
/** * Disable this item- should be called when an item is * equipped. This will disable the BoxCollider2D and * RigidBody2D components. It will set the item to Active * and it's parent to the equipment container- as well as * setting it's localPosition to Vector3.zero, relying on * the position of the item in the spritesheet * * @param EquipmentItem item The item **/ private void DisableItem(EquipmentItem item) { item.gameObject.SetActive(true); item.gameObject.transform.parent = equipmentContainer.transform; item.transform.localPosition = Vector3.zero; item.GetComponent <BoxCollider2D>().enabled = false; item.GetComponent <Rigidbody2D>().isKinematic = true; }