public void LoadCurrentItemOnEquipmentSlot() { if (currentItem == null) { return; } if (currentItem is Items.ClothItem) { currentItem.isEquiped = true; UI_Slot slot = GetEquipmentSlot(currentItem.bodyPart); if (slot.itemInstance != null) { SetItemOnStoredSlot(slot.itemInstance); } slot.LoadItem(currentItem); StoreIdOnResources(currentItem, slot); LoadItemsOnCharacter(); currentItem = null; } else { //we droped a weapon on our character } }
public override void OnDropItem(UI_Slot slot, Item item, UI_InventoryManager invManager) { Item previousItem = slot.itemInstance; slot.LoadItem(item); item.isEquiped = false; invManager.ClearCurrentItem(); invManager.UnEquipFromStoredSlot(); if (previousItem != null) { invManager.SetItemOnStoredSlot(previousItem); } }
public void LoadItemOnTargetEquipmentSlot(Items.Item item, bool isLeft) { item.isEquiped = true; UI_Slot slot = null; if (item is Items.Weapon) { slot = GetWeaponEquipmentSlot(isLeft); } else { slot = GetEquipmentSlot(item.bodyPart); } slot.LoadItem(item); StoreIdOnResources(item, slot); }
public override void OnDropItem(UI_Slot slot, Item item, UI_InventoryManager invManager) { if (item.bodyPart == slot.bodyPart) { Item previousItem = slot.itemInstance; slot.LoadItem(item); item.isEquiped = true; invManager.UnEquipFromStoredSlot(); invManager.StoreIdOnResources(item, slot); invManager.LoadItemsOnCharacter(); invManager.ClearCurrentItem(); if (previousItem != null) { previousItem.isEquiped = false; invManager.SetItemOnStoredSlot(previousItem); } } }
public void SetItemOnStoredSlot(Items.Item targetItem) { storedSlot.LoadItem(targetItem); }