56 lines
1.4 KiB
C#
56 lines
1.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class armorClothOnInventory : objectOnInventory
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{
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[Header ("Custom Settings")]
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[Space]
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public armorClothPickup mainArmorClothPickup;
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public override void eventOnPickObject (GameObject currentPlayer)
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{
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}
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public override void eventOnDropObject (GameObject currentPlayer)
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{
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}
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public override bool setObjectEquippedStateOnInventory (GameObject currentPlayer, bool state)
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{
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playerComponentsManager mainPlayerComponentsManager = currentPlayer.GetComponent<playerComponentsManager> ();
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if (mainPlayerComponentsManager != null) {
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inventoryCharacterCustomizationSystem mainInventoryCharacterCustomizationSystem = mainPlayerComponentsManager.getInventoryCharacterCustomizationSystem ();
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if (mainInventoryCharacterCustomizationSystem != null) {
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bool equipResult = false;
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if (state) {
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equipResult = mainInventoryCharacterCustomizationSystem.equipObject (mainArmorClothPickup.objectName, mainArmorClothPickup.categoryName);
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} else {
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equipResult = mainInventoryCharacterCustomizationSystem.unequipObject (mainArmorClothPickup.objectName, mainArmorClothPickup.categoryName);
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}
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if (equipResult) {
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checkRemoteEvents (currentPlayer);
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checkRemoteEventsOnSetObjectEquipState (currentPlayer, state);
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checkIfEnableAbilitiesOnEquipInventoryObject (currentPlayer, state);
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}
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return equipResult;
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}
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}
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return false;
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}
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} |