public void Start() { equipmentSlotManager = GetComponentInParent <EquipmentSlotManager>(); characterStats = GetComponentInParent <CharacterStats>(); modHandler = GetComponentInParent <EquipmentModifiersHandler>(); inventoryHandler = GetComponentInParent <InventoryHandler>(); }
public void Awake() { foreach (EquipableItem item in items) { item.Init(); } inventoryHandler = GetComponent <InventoryHandler>(); }
private void Awake() { playerTransform = GetComponent <Transform>(); inventoryHandler = GetComponent <InventoryHandler>(); taticalMovement = GetComponent <TaticalMovement>(); characterStats = GetComponent <CharacterStats>(); stateManager = GetComponent <CharacterStateManager>(); skillSlotsHandler = GetComponent <SkillSlotsHandler>(); }
// Start is called before the first frame update private void Awake() { if (instance == null) { instance = this; } playerTransform = GetComponent <Transform>(); inputHandler = GetComponent <InputHandler>(); inventoryHandler = GetComponent <InventoryHandler>(); }
public void Start() { inventoryHandler = GetComponent <InventoryHandler>(); playerEquipment = GetComponent <PlayerEquipment>(); #region Assign Equipment Holder Slots On Character Model EquipmentHolderSlot[] equipmentHolderSlots = GetComponentsInChildren <EquipmentHolderSlot>(); foreach (EquipmentHolderSlot equipmentHolderSlot in equipmentHolderSlots) { switch (equipmentHolderSlot.slotType) { case SlotType.leftHandSlot: leftHandSlot = equipmentHolderSlot; break; case SlotType.rightHandSlot: rightHandSlot = equipmentHolderSlot; break; case SlotType.amulet: amuletSlot = equipmentHolderSlot; break; case SlotType.quiver: quiverSlot = equipmentHolderSlot; break; } } #endregion #region Assign Equipment Item Slot on Inventory Menu InventorySlot[] equipedItems = EquipedItems.GetComponentsInChildren <InventorySlot>(); foreach (InventorySlot equipedItem in equipedItems) { switch (equipedItem.slotType) { case SlotType.amulet: EquipedAmulet = equipedItem; break; case SlotType.gloves: EquipedGloves = equipedItem; break; case SlotType.leftHandSlot: EquipedLeftHand = equipedItem; break; case SlotType.rightHandSlot: EquipedRightHand = equipedItem; break; case SlotType.leggings: EquipedLegging = equipedItem; break; case SlotType.boots: EquipedBoots = equipedItem; break; case SlotType.helmet: EquipedHelmet = equipedItem; break; case SlotType.torso: EquipedTorso = equipedItem; break; } } #endregion }
public void Awake() { inventoryHandler = GetComponent <InventoryHandler>(); EquipmentHolderSlot[] equipmentHolderSlots = GetComponentsInChildren <EquipmentHolderSlot>(); foreach (EquipmentHolderSlot equipmentHolderSlot in equipmentHolderSlots) { switch (equipmentHolderSlot.slotType) { case "helmetSlot": helmetSlot = equipmentHolderSlot; break; case "gloveSlot": gloveSlot = equipmentHolderSlot; break; case "leggingSlot": leggingSlot = equipmentHolderSlot; break; case "torsoSlot": torsoSlot = equipmentHolderSlot; break; case "leftHandSlot": leftHandSlot = equipmentHolderSlot; break; case "rightHandSlot": rightHandSlot = equipmentHolderSlot; break; case "amuletSlot": amuletSlot = equipmentHolderSlot; break; case "bootSlot": bootSlot = equipmentHolderSlot; break; } } InventorySlot[] equipedItems = EquipedItems.GetComponentsInChildren <InventorySlot>(); foreach (InventorySlot equipedItem in equipedItems) { switch (equipedItem.name) { case "Amulets": EquipedAmulet = equipedItem; break; case "Gloves": EquipedGloves = equipedItem; break; case "LeftHandEquip": EquipedLeftHand = equipedItem; break; case "RightHandEquip": EquipedRightHand = equipedItem; break; case "Leggings": EquipedLegging = equipedItem; break; case "Boots": EquipedBoots = equipedItem; break; case "Helmets": EquipedHelmet = equipedItem; break; case "Torso": EquipedTorso = equipedItem; break; } } }