Pedro Gomes 8ce897c3aa Persist equipment through scenes
equipment is persistent on scene change, and stats stay updated.
still missing item persistence through sessions.
2024-05-13 11:51:04 +01:00

61 lines
1.7 KiB
C#

using System;
using UnityEngine;
namespace Kryz.CharacterStats.Examples
{
public class EquipmentPanel : MonoBehaviour
{
[SerializeField] Transform equipmentSlotsParent;
[SerializeField] EquipmentSlot[] equipmentSlots;
public UnityEvent_Item OnItemRightClickedEvent = new UnityEvent_Item();
private void Start()
{
for (int i = 0; i < equipmentSlots.Length; i++)
{
equipmentSlots[i].OnRightClickEvent.AddListener((X) => OnItemRightClickedEvent.Invoke(X));
}
}
private void OnValidate()
{
if (equipmentSlotsParent != null)
equipmentSlots = equipmentSlotsParent.GetComponentsInChildren<EquipmentSlot>();
}
public bool AddItem(EquippableItem item, out EquippableItem previousItem)
{
for (int i = 0; i < equipmentSlots.Length; i++)
{
if (equipmentSlots[i].EquipmentType == item.EquipmentType)
{
previousItem = (EquippableItem)equipmentSlots[i].Item;
equipmentSlots[i].Item = item;
return true;
}
}
previousItem = null;
return false;
}
public bool RemoveItem(EquippableItem item)
{
for (int i = 0; i < equipmentSlots.Length; i++)
{
if (equipmentSlots[i].Item == item)
{
equipmentSlots[i].Item = null;
return true;
}
}
return false;
}
public EquipmentSlot[] GetCurrentSlots()
{
return equipmentSlots;
}
}
}