using Kryz.CharacterStats.Examples; using System.Collections.Generic; using UnityEngine; public class EquippableItemGenerator : MonoBehaviour { public List HelmetIcons = new List(); public List ShoulderIcons = new List(); public List ChestIcons = new List(); public List BeltIcons = new List(); public List LegsIcons = new List(); public List BracersIcons = new List(); public List GlovesIcons = new List(); public List BootsIcons = new List(); public List StaffIcons = new List(); public List SpearIcons = new List(); public List ScytheIcons = new List(); public List HammerIcons = new List(); public List BowIcons = new List(); public List CrossbowIcons = new List(); public List AxeIcons = new List(); public List SwordIcons = new List(); public List ShieldIcons = new List(); public List DaggerIcons = new List(); public List BookIcons = new List(); [ContextMenu("Update Lists From Resources")] private void UpdateListsFromResources() { // Armor pieces HelmetIcons.Clear(); foreach (Sprite sprite in Resources.LoadAll("Armor/Helmets")) { HelmetIcons.Add(sprite); } ShoulderIcons.Clear(); foreach (Sprite sprite in Resources.LoadAll("Armor/Shoulders")) { ShoulderIcons.Add(sprite); } ChestIcons.Clear(); foreach (Sprite sprite in Resources.LoadAll("Armor/Chests")) { ChestIcons.Add(sprite); } BeltIcons.Clear(); foreach (Sprite sprite in Resources.LoadAll("Armor/Belts")) { BeltIcons.Add(sprite); } LegsIcons.Clear(); foreach (Sprite sprite in Resources.LoadAll("Armor/Legs")) { LegsIcons.Add(sprite); } BracersIcons.Clear(); foreach (Sprite sprite in Resources.LoadAll("Armor/Bracers")) { BracersIcons.Add(sprite); } GlovesIcons.Clear(); foreach (Sprite sprite in Resources.LoadAll("Armor/Gloves")) { GlovesIcons.Add(sprite); } BootsIcons.Clear(); foreach (Sprite sprite in Resources.LoadAll("Armor/Boots")) { BootsIcons.Add(sprite); } // Two-handed weapons StaffIcons.Clear(); foreach (Sprite sprite in Resources.LoadAll("Weapons/Staffs")) { StaffIcons.Add(sprite); } SpearIcons.Clear(); foreach (Sprite sprite in Resources.LoadAll("Weapons/Spears")) { SpearIcons.Add(sprite); } ScytheIcons.Clear(); foreach (Sprite sprite in Resources.LoadAll("Weapons/Scythes")) { ScytheIcons.Add(sprite); } HammerIcons.Clear(); foreach (Sprite sprite in Resources.LoadAll("Weapons/Hammers")) { HammerIcons.Add(sprite); } BowIcons.Clear(); foreach (Sprite sprite in Resources.LoadAll("Weapons/Bows")) { BowIcons.Add(sprite); } CrossbowIcons.Clear(); foreach (Sprite sprite in Resources.LoadAll("Weapons/Crossbows")) { CrossbowIcons.Add(sprite); } AxeIcons.Clear(); foreach (Sprite sprite in Resources.LoadAll("Weapons/Axes")) { AxeIcons.Add(sprite); } // One-handed weapons SwordIcons.Clear(); foreach (Sprite sprite in Resources.LoadAll("Weapons/Swords")) { SwordIcons.Add(sprite); } ShieldIcons.Clear(); foreach (Sprite sprite in Resources.LoadAll("Weapons/Shields")) { ShieldIcons.Add(sprite); } DaggerIcons.Clear(); foreach (Sprite sprite in Resources.LoadAll("Weapons/Daggers")) { DaggerIcons.Add(sprite); } BookIcons.Clear(); foreach (Sprite sprite in Resources.LoadAll("Weapons/Books")) { BookIcons.Add(sprite); } Debug.Log("Updated all icon lists from Resources folders"); } public EquippableItemInstance GenerateEquippableItemInstance() { EquippableItemInstance generatedItem = new EquippableItemInstance(); //Do stuff return generatedItem; } public EquippableItemInstance GenerateEquippableItemInstance(EquipmentType equipmentType) { EquippableItemInstance generatedItem = new EquippableItemInstance(); //Do stuff return generatedItem; } }