public void OnPointerEnter(PointerEventData eventData) { RPGsys.Character c = screen.CurrentChar; StatDisplay.StatChangeData statChange = new StatDisplay.StatChangeData(); statChange.ApplyItemEffects(c.weapon.equippedItem, true); statChange.ApplyItemEffects(c.ringL.equippedItem, true); statChange.ApplyItemEffects(c.ringR.equippedItem, true); screen.DisplayCharacter(statChange); }
protected override void OnHoverLeave() { // reset character display if in character screen // HACK maybe remove functionality from InventorySlot? CharacterScreen screen = GetComponentInParent <CharacterScreen>(); if (screen != null) { screen.DisplayCharacter(); } }
protected override void OnHoverEnter(Draggable dragged) { //HACK checking if in character screen CharacterScreen screen = GetComponentInParent <CharacterScreen>(); if (screen != null) { if (dragged is DraggableItem) { DraggableItem di = (DraggableItem)dragged; if (di.itemBox is EquipmentSlotUI) { StatDisplay.StatChangeData statChangeData = new StatDisplay.StatChangeData(); statChangeData.ItemToUse = di.itemBox.ContainedItem; statChangeData.ApplyItemEffects(di.itemBox.ContainedItem, true); screen.DisplayCharacter(statChangeData); } } } }