using System.Collections; using System.Collections.Generic; using UnityEngine; public class meleeShieldOnInventory : objectOnInventory { [Header ("Custom Settings")] [Space] public meleeShieldPickup mainMeleeShieldPickup; public override void activateUseObjectActionOnInventory (GameObject currentPlayer, int amountToUse) { playerComponentsManager mainPlayerComponentsManager = currentPlayer.GetComponent (); if (mainPlayerComponentsManager != null) { checkExternalElementsOnUseInventoryObject (currentPlayer); meleeWeaponsGrabbedManager mainMeleeWeaponsGrabbedManager = mainPlayerComponentsManager.getMeleeWeaponsGrabbedManager (); if (mainMeleeWeaponsGrabbedManager != null) { mainMeleeWeaponsGrabbedManager.toggleDrawOrSheatheShield (mainMeleeShieldPickup.shieldName); } } } public override void eventOnPickObject (GameObject currentPlayer) { } public override void eventOnDropObject (GameObject currentPlayer) { } public override bool setObjectEquippedStateOnInventory (GameObject currentPlayer, bool state) { playerComponentsManager mainPlayerComponentsManager = currentPlayer.GetComponent (); if (mainPlayerComponentsManager != null) { meleeWeaponsGrabbedManager mainMeleeWeaponsGrabbedManager = mainPlayerComponentsManager.getMeleeWeaponsGrabbedManager (); if (mainMeleeWeaponsGrabbedManager != null) { if (state) { return mainMeleeWeaponsGrabbedManager.equipShield (mainMeleeShieldPickup.shieldName); } else { return mainMeleeWeaponsGrabbedManager.unequipeShield (mainMeleeShieldPickup.shieldName); } } } return false; } }