void Update()
        {
            // IF there isn't a player active on the scene.
            if (playerManager == null)
            {
                // Get the Player GameObject.
                playerManager = Character_Manager.GetPlayerManager();
                return;
            }
            // IF the equipment component isn't set yet
            if (equipment == null)
            {
                // Get the Equipment script that is on the player GameObject.
                equipment = playerManager.GetComponentInChildren <Equipment> ();
                return;
            }

            // Create a variable to hold the item.
            Item equip = null;

            // IF we have a weapon image we want to update,
            // ELSE IF we have a armour image we want to update,
            // ELSE IF we have a bracelet image we want to update,
            // ELSE IF we have a ring image we want to update.
            if (itemSlot == "Weapon")
            {
                // Get the weapon from the Equipment script.
                equip = equipment.GetWeapon();
            }
            else if (itemSlot == "Armour")
            {
                // Get the armour from the Equipment script.
                equip = equipment.GetArmour();
            }
            else if (itemSlot == "Bracelet")
            {
                // Get the bracelet from the Equipment script.
                equip = equipment.GetBracelet();
            }
            else if (itemSlot == "Ring")
            {
                // Get the ring from the Equipment script.
                equip = equipment.GetRing();
            }

            // IF there is an item,
            // ELSE there is not a item.
            if (equip != null)
            {
                // Grab the weapon.
                equipmentImage.sprite = equip.SpriteImage;
                // Set the color.
                equipmentImage.color = new Color(equip.R, equip.G, equip.B, equip.A);
            }
            else
            {
                // Set the color.
                equipmentImage.color = new Color(0f, 0f, 0f, 0f);
            }
        }
示例#2
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        /// <summary>
        /// Showing our tooltip.
        /// </summary>
        public void OnPointerEnter(PointerEventData data)
        {
            //// DEALING WITH A PRESET BAR ////

            // IF we are dealing with a weapon,
            // ELSE IF we are dealing with armour,
            // ELSE IF if you want to add more.
            if (weaponOnly)
            {
                // Get the equipment that is on our player.
                Equipment charEquipment = Character_Helper.GetPlayerManager().GetComponentInChildren <Character_Manager> ().characterEquipment;
                // IF we don't have a weapon.
                if (charEquipment.GetWeapon() == null)
                {
                    // We leave.
                    return;
                }
                // Since we have a weapon we can now display our tooltip.
                Grid_Helper.tooltip.ActivateItemTooltip(charEquipment.GetWeapon(), transform.parent.gameObject);
                // We leave.
                return;
            }
            else if (armourOnly)
            {
                // Get the equipment that is on our player.
                Equipment charEquipment = Character_Helper.GetPlayerManager().GetComponentInChildren <Character_Manager> ().characterEquipment;
                // IF we don't have armour.
                if (charEquipment.GetArmour() == null)
                {
                    // We leave.
                    return;
                }
                // Since we have armour we can now display our tooltip.
                Grid_Helper.tooltip.ActivateItemTooltip(charEquipment.GetArmour(), transform.parent.gameObject);
                // We leave.
                return;
            }
            else if (helmetOnly)
            {
                // Get the equipment that is on our player.
                Equipment charEquipment = Character_Helper.GetPlayerManager().GetComponentInChildren <Character_Manager> ().characterEquipment;
                // IF we don't have helmet.
                if (charEquipment.GetHelmet() == null)
                {
                    // We leave.
                    return;
                }
                // Since we have a helmet we can now display our tooltip.
                Grid_Helper.tooltip.ActivateItemTooltip(charEquipment.GetHelmet(), transform.parent.gameObject);
                // We leave.
                return;
            }
            //// END OF DEALING WITH A PRESET BAR ////


            // IF we have a tooltip.
            if (Grid_Helper.tooltip != null)
            {
                // IF there is an item in this action bar,
                // ELSE IF there is a skill in this action bar.
                if (itemBar != null)
                {
                    // Show the tooltip.
                    Grid_Helper.tooltip.ActivateItemTooltip(itemBar, transform.parent.gameObject);
                }
            }
        }