/// <summary> /// Callback when the StateManager has changed the active state on the current object. /// </summary> public override void StateChange() { base.StateChange(); // The item set is active and the enabled state changed then the item set should be activated or deactivated. This is done through the Equip Unequip ability. if (m_Active) { if (m_Enabled) { var targetItemSetIndex = m_EquipUnequip.IsActive ? m_EquipUnequip.ActiveItemSetIndex : m_ItemSetManager.ActiveItemSetIndex[m_CategoryIndex]; if ((targetItemSetIndex == -1 || targetItemSetIndex == m_ItemSetManager.GetDefaultItemSetIndex(m_CategoryIndex)) && targetItemSetIndex != m_Index) { m_EquipUnequip.StartEquipUnequip(m_Index); } } else { if (m_DisabledIndex == -1) { var defaultItemSetIndex = m_ItemSetManager.GetDefaultItemSetIndex(m_CategoryIndex); if (m_Index == defaultItemSetIndex || !m_ItemSetManager.IsItemSetValid(m_CategoryIndex, defaultItemSetIndex, false)) { // The current item set is equal to the ItemSet being disabled. Equip an empty item set. m_EquipUnequip.StartEquipUnequip(-1); } else { m_EquipUnequip.StartEquipUnequip(defaultItemSetIndex); } } else { if (m_ItemSetManager.IsItemSetValid(m_CategoryIndex, m_DisabledIndex, false)) { m_EquipUnequip.StartEquipUnequip(m_DisabledIndex); } else { m_EquipUnequip.StartEquipUnequip(-1); } } } } else if (m_Enabled && (m_EmptyItemSet || m_ItemSetManager.IsItemSetValid(m_CategoryIndex, m_Index, false))) { // If the item set is not active and it is enabled then the item set should be enabled if it can be. var targetItemSetIndex = m_EquipUnequip.IsActive ? m_EquipUnequip.ActiveItemSetIndex : m_ItemSetManager.ActiveItemSetIndex[m_CategoryIndex]; if (targetItemSetIndex == -1) { m_EquipUnequip.StartEquipUnequip(m_Index); } } }
/// <summary> /// Callback when the StateManager has changed the active state on the current object. /// </summary> public override void StateChange() { base.StateChange(); // The item set is active and the enabled state changed then the item set should be activated or deactivated. This is done through the Toggle Equip ability. if (m_Active) { if (m_Enabled) { var activeItemSetIndex = m_ItemSetManager.ActiveItemSetIndex[m_CategoryIndex]; if (m_ToggleEquip != null && activeItemSetIndex == m_ItemSetManager.GetDefaultItemSetIndex(m_CategoryIndex) && activeItemSetIndex != m_Index) { m_ToggleEquip.StartAbility(); } } else { if (m_EquipUnequip != null && m_ItemSetManager.ActiveItemSetIndex[m_CategoryIndex] == m_Index) { if (m_DisabledIndex == -1) { if (m_Index == m_ItemSetManager.GetDefaultItemSetIndex(m_CategoryIndex)) { // The current ItemSet is equal to the ItemSet being disabled. Equip an empty ItemSet. m_EquipUnequip.StartEquipUnequip(-1); } else { m_EquipUnequip.StartEquipUnequip(m_ItemSetManager.GetDefaultItemSetIndex(m_CategoryIndex)); } } else { m_EquipUnequip.StartEquipUnequip(m_DisabledIndex); } } } } }