Firstborn/Assets/RPG Creation Kit/Scripts/Equipment System/Equipment.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using RPGCreationKit;
namespace RPGCreationKit
{
public enum EquipmentSlots
{
Head = 0,
Upperbody = 1,
Lowerbody = 2,
Hands = 3,
Feets = 4,
RHand = 5,
LHand = 6,
RRing = 7,
LRing = 8,
Amulet = 9,
Ammo = 10
}
/// <summary>
/// Class for keeping Equipment both for Player & NPCs
/// </summary>
[RequireComponent(typeof(Inventory))]
public class Equipment : MonoBehaviour
{
public readonly static int equipmentSlotsLength = 11;
[Header("PLAYER")]
public SkinnedMeshRenderer FP_Arms;
[Space(10)]
public BodyData characterModel;
public static Equipment PlayerEquipment;
private void Awake()
{
// Find the player inventory and set reference
if (!PlayerEquipment)
if (gameObject.CompareTag("Player") && gameObject.GetComponent<Equipment>() != null)
PlayerEquipment = this;
}
// References
[SerializeField] private Inventory inv;
// To instatiate meshes of armors
private List<ItemInInventory> armorsEquipped = new List<ItemInInventory>();
private List<GameObject> armorsMeshes = new List<GameObject>();
[Header("Equipment")]
public ItemInInventory[] itemsEquipped = new ItemInInventory[Equipment.equipmentSlotsLength];
[Space(5)]
[Header("Stats")]
public float MeleeDamageOutput = 0;
public float RangedDamageOutput = 0;
public float ArmorRate = 0;
public bool isUsingShield = false;
public bool doingOneHWeaponSwap = false;
public WeaponItem currentWeapon;
public GameObject currentWeaponObject;
public GameObject currentWeaponOnHip;
public Animator currentWeaponAnimator;
public AmmoItem currentAmmo;
public GameObject currentAmmoObject;
public ArmorItem currentShield;
public GameObject currentShieldObject;
public bool Equip(string itemID)
{
ItemInInventory itemToEquip;
// Check if item exists in inventory
if ((itemToEquip = inv.GetItem(itemID)) != null)
{
return Equip(itemToEquip.item);
}
else
return false;
}
public bool Equip(Item itemToEquip)
{
var itemInSubInv = inv.GetItem(itemToEquip);
if (itemInSubInv != null)
return Equip(itemInSubInv);
else
return false;
}
/// <summary>
/// Returns true if the new item was successfully equipped.
/// </summary>
/// <param name="_item"></param>
/// <returns></returns>
public bool Equip(ItemInInventory _item) /// @schaken
{
if (PlayerEquipment != null && PlayerEquipment == this)
{
if (PlayerCombat.instance.isAttacking)
{
AlertMessage.instance.InitAlertMessage("You cannot change weapons and armor while attacking.", AlertMessage.DEFAULT_MESSAGE_DURATION_SHORT);
return false;
}
}
if (_item != null && _item.item == null)
return false;
if (_item.item.itemType == ItemTypes.ArmorItem)
{
ArmorItem item = (ArmorItem)_item.item;
for(int i = 0; i < item.Bipeds.Length; i++)
{
switch (item.Bipeds[i])
{
case BipedObject.Head:
if (itemsEquipped[(int)EquipmentSlots.Head] != null)
Unequip(EquipmentSlots.Head);
_item.isEquipped = true;
itemsEquipped[(int)EquipmentSlots.Head] = _item;
armorsEquipped.Add(_item);
break;
case BipedObject.UpperBody:
if (itemsEquipped[(int)EquipmentSlots.Upperbody] != null)
Unequip(EquipmentSlots.Upperbody);
// Disable default upperbody
if (characterModel.defaultUpperbody != null)
characterModel.defaultUpperbody.gameObject.SetActive(false);
_item.isEquipped = true;
itemsEquipped[(int)EquipmentSlots.Upperbody] = _item;
armorsEquipped.Add(_item);
break;
case BipedObject.LowerBody:
if (itemsEquipped[(int)EquipmentSlots.Lowerbody] != null)
Unequip(EquipmentSlots.Lowerbody);
if (characterModel.defaultLowerbody != null)
characterModel.defaultLowerbody.gameObject.SetActive(false);
_item.isEquipped = true;
itemsEquipped[(int)EquipmentSlots.Lowerbody] = _item;
armorsEquipped.Add(_item);
break;
case BipedObject.Hand:
if (itemsEquipped[(int)EquipmentSlots.Hands] != null)
Unequip(EquipmentSlots.Hands);
_item.isEquipped = true;
itemsEquipped[(int)EquipmentSlots.Hands] = _item;
armorsEquipped.Add(_item);
break;
case BipedObject.Foot:
if (itemsEquipped[(int)EquipmentSlots.Feets] != null)
Unequip(EquipmentSlots.Feets);
_item.isEquipped = true;
itemsEquipped[(int)EquipmentSlots.Feets] = _item;
armorsEquipped.Add(_item);
break;
case BipedObject.RightRing:
if (itemsEquipped[(int)EquipmentSlots.RRing] != null)
Unequip(EquipmentSlots.RRing);
_item.isEquipped = true;
itemsEquipped[(int)EquipmentSlots.RRing] = _item;
armorsEquipped.Add(_item);
break;
case BipedObject.LeftRing:
if (itemsEquipped[(int)EquipmentSlots.LRing] != null)
Unequip(EquipmentSlots.LRing);
_item.isEquipped = true;
itemsEquipped[(int)EquipmentSlots.LRing] = _item;
armorsEquipped.Add(_item);
break;
case BipedObject.Amulet:
if (itemsEquipped[(int)EquipmentSlots.Amulet] != null)
Unequip(EquipmentSlots.Amulet);
_item.isEquipped = true;
itemsEquipped[(int)EquipmentSlots.Amulet] = _item;
armorsEquipped.Add(_item);
break;
case BipedObject.Shield:
if (CompareTag("RPG Creation Kit/PlayerInInventory") && (itemsEquipped[(int)EquipmentSlots.RHand]) != null)
currentWeapon = (WeaponItem)(itemsEquipped[(int)EquipmentSlots.RHand].item);
if (currentWeapon != null &&
(currentWeapon.weaponType == WeaponType.BladeOneHand || currentWeapon.weaponType == WeaponType.BluntOneHand ||
currentWeapon.weaponType == WeaponType.DaggerOneHand))
{
if (itemsEquipped[(int)EquipmentSlots.LHand] != null)
Unequip(EquipmentSlots.LHand);
_item.isEquipped = true;
itemsEquipped[(int)EquipmentSlots.LHand] = _item;
armorsEquipped.Add(_item);
currentShield = (ArmorItem)_item.item;
}
else if (PlayerEquipment == this)
AlertMessage.instance.InitAlertMessage("You can't use a shield\n with the current weapon.", AlertMessage.DEFAULT_MESSAGE_DURATION_MEDIUM, false);
break;
}
}
// Hide body parts if we have to
if (characterModel != null)
{
if (item.HideHair && characterModel.hair != null)
characterModel.hair.gameObject.SetActive(false);
if (item.hideHead)
characterModel.head.gameObject.SetActive(false);
if (item.hideUpperbody)
characterModel.upperbody.gameObject.SetActive(false);
if (item.hideArms)
characterModel.arms.gameObject.SetActive(false);
if (item.hideHands)
characterModel.hands.gameObject.SetActive(false);
if (item.hideLegs)
characterModel.lowerbody.gameObject.SetActive(false);
if (item.hideFeet)
characterModel.feet.gameObject.SetActive(false);
if (PlayerEquipment == this && item.hideArms)
PlayerCombat.instance.fpsArms.arms.gameObject.SetActive(false);
if (PlayerEquipment == this && item.hideHands)
PlayerCombat.instance.fpsArms.hands.gameObject.SetActive(false);
}
}
else if(_item.item.itemType == ItemTypes.AmmoItem)
{
if (itemsEquipped[(int)EquipmentSlots.Ammo] != null)
Unequip(EquipmentSlots.Ammo);
_item.isEquipped = true;
itemsEquipped[(int)EquipmentSlots.Ammo] = _item;
}
else if(_item.item.itemType == ItemTypes.WeaponItem)
{
WeaponItem item = (WeaponItem)_item.item;
if(itemsEquipped[(int)EquipmentSlots.RHand] != null)
{
if (item.weaponType == WeaponType.BladeOneHand ||
item.weaponType == WeaponType.BluntOneHand)
doingOneHWeaponSwap = true;
Unequip(EquipmentSlots.RHand);
doingOneHWeaponSwap = false;
}
if (itemsEquipped[(int)EquipmentSlots.LHand] != null)
{
if (item.weaponType == WeaponType.BladeTwoHands ||
item.weaponType == WeaponType.BluntTwoHands ||
item.weaponType == WeaponType.Bow)
Unequip(EquipmentSlots.LHand);
}
_item.isEquipped = true;
itemsEquipped[(int)EquipmentSlots.RHand] = _item;
}
// Remove duplicates armorsEquipped
armorsEquipped = armorsEquipped.Distinct().ToList();
CalculateStats();
SpawnArmorsMeshes();
OnEquipmentChanges();
if (PlayerEquipment == this)
PlayerCombat.instance.SetWeaponUI();
if (PlayerEquipment != null && PlayerEquipment == this)
// Broadcast to PlayerInInventory
PlayerInInventory.instance.equipment.Equip(_item);
return true;
}
public bool Unequip(ItemInInventory _item) // @Schaken
{
if (PlayerEquipment != null && PlayerEquipment == this)
{
// TOCHANGE IF ENTITY IS ATTACKING.
if (PlayerCombat.instance.isAttacking)
{
AlertMessage.instance.InitAlertMessage("You cannot change weapons and armor while attacking.", AlertMessage.DEFAULT_MESSAGE_DURATION_SHORT);
return false;
}
}
if (_item != null && _item.item == null)
return false;
if (_item.item.itemType == ItemTypes.ArmorItem)
{
ArmorItem item = (ArmorItem)_item.item;
for (int i = 0; i < item.Bipeds.Length; i++)
{
switch (item.Bipeds[i])
{
case BipedObject.Head:
_item.isEquipped = false;
armorsEquipped.Remove(_item);
itemsEquipped[(int)EquipmentSlots.Head] = null;
break;
case BipedObject.UpperBody:
// Enable default upperbody
if (characterModel.defaultUpperbody != null)
characterModel.defaultUpperbody.gameObject.SetActive(true);
_item.isEquipped = false;
armorsEquipped.Remove(_item);
itemsEquipped[(int)EquipmentSlots.Upperbody] = null;
break;
case BipedObject.LowerBody:
// Enable default upperbody
if (characterModel.defaultLowerbody != null)
characterModel.defaultLowerbody.gameObject.SetActive(true);
_item.isEquipped = false;
armorsEquipped.Remove(_item);
itemsEquipped[(int)EquipmentSlots.Lowerbody] = null;
break;
case BipedObject.Hand:
_item.isEquipped = false;
armorsEquipped.Remove(_item);
itemsEquipped[(int)EquipmentSlots.Hands] = null;
break;
case BipedObject.Foot:
_item.isEquipped = false;
armorsEquipped.Remove(_item);
itemsEquipped[(int)EquipmentSlots.Feets] = null;
break;
case BipedObject.RightRing:
_item.isEquipped = false;
armorsEquipped.Remove(_item);
itemsEquipped[(int)EquipmentSlots.RRing] = null;
break;
case BipedObject.LeftRing:
_item.isEquipped = false;
armorsEquipped.Remove(_item);
itemsEquipped[(int)EquipmentSlots.LRing] = null;
break;
case BipedObject.Amulet:
_item.isEquipped = false;
armorsEquipped.Remove(_item);
itemsEquipped[(int)EquipmentSlots.Amulet] = null;
break;
case BipedObject.Shield:
_item.isEquipped = false;
armorsEquipped.Remove(_item);
itemsEquipped[(int)EquipmentSlots.LHand] = null;
currentShield = (ArmorItem)_item.item;
break;
}
}
// Hide body parts if we have to
if (characterModel != null)
{
if (item.HideHair && characterModel.hair != null)
characterModel.hair.gameObject.SetActive(true);
if (item.hideHead)
characterModel.head.gameObject.SetActive(true);
if (item.hideUpperbody)
characterModel.upperbody.gameObject.SetActive(true);
if (item.hideArms)
characterModel.arms.gameObject.SetActive(true);
if (item.hideHands)
characterModel.hands.gameObject.SetActive(true);
if (item.hideLegs)
characterModel.lowerbody.gameObject.SetActive(true);
if (item.hideFeet)
characterModel.feet.gameObject.SetActive(true);
if (PlayerEquipment == this && item.hideArms)
PlayerCombat.instance.fpsArms.arms.gameObject.SetActive(true);
if (PlayerEquipment == this && item.hideHands)
PlayerCombat.instance.fpsArms.hands.gameObject.SetActive(true);
}
}
else if(_item.item.itemType == ItemTypes.AmmoItem)
{
_item.isEquipped = false;
itemsEquipped[(int)EquipmentSlots.Ammo] = null;
}
else if(_item.item.itemType == ItemTypes.WeaponItem)
{
_item.isEquipped = false;
itemsEquipped[(int)EquipmentSlots.RHand] = null;
}
// Remove duplicates armorsEquipped
armorsEquipped = armorsEquipped.Distinct().ToList();
CalculateStats();
SpawnArmorsMeshes();
OnEquipmentChanges();
if (PlayerEquipment == this)
PlayerCombat.instance.SetWeaponUI();
if (PlayerEquipment != null && PlayerEquipment == this)
PlayerInInventory.instance.equipment.Unequip(_item);
return true;
}
[ContextMenu("OnEquipmentChanges")]
public void OnEquipmentChanges()
{
// Broadcast to PlayerInInventory
if (PlayerEquipment != null && PlayerEquipment == this)
PlayerInInventory.instance.equipment.OnEquipmentChanges();
// Check for L hand
if (itemsEquipped[(int)EquipmentSlots.LHand] != null && itemsEquipped[(int)EquipmentSlots.LHand].item != null)
{
if(itemsEquipped[(int)EquipmentSlots.LHand].item.itemType == ItemTypes.ArmorItem)
{
ArmorItem armorItem = (ArmorItem)itemsEquipped[(int)EquipmentSlots.LHand].item;
isUsingShield = (armorItem.Bipeds.Contains(BipedObject.Shield));
if (isUsingShield) // If we're using a shield we must have a one handed weapon equipped
{
if (itemsEquipped[(int)EquipmentSlots.RHand] != null && itemsEquipped[(int)EquipmentSlots.RHand].item != null)
{
if (itemsEquipped[(int)EquipmentSlots.RHand].item.itemType == ItemTypes.WeaponItem)
{
WeaponItem currentWeap = (WeaponItem)itemsEquipped[(int)EquipmentSlots.RHand].item;
// If we're using an one handed weapon
if (currentWeap.weaponType == WeaponType.BladeOneHand || currentWeap.weaponType == WeaponType.BluntOneHand || currentWeap.weaponType == WeaponType.DaggerOneHand)
{
// ALL GOOD
if (PlayerEquipment == this)
{
PlayerCombat.instance.fpcAnim.SetBool("isUsingShield", isUsingShield);
Player.ThirdPersonPlayer.instance.m_Animator.SetBool("isUsingShield", isUsingShield);
}
else
{
Animator anim = GetComponent<Animator>();
if (anim != null)
anim.SetBool("isUsingShield", isUsingShield);
}
}
}
}
else if(!doingOneHWeaponSwap)
{
// Unequip the shield
Unequip(EquipmentSlots.LHand);
if(PlayerEquipment == this)
AlertMessage.instance.InitAlertMessage("You can't equip a shield without an\none-handed weapon.", AlertMessage.DEFAULT_MESSAGE_DURATION_SHORT);
}
}
}
} else
{
isUsingShield = false;
if (PlayerEquipment == this)
{
PlayerCombat.instance.fpcAnim.SetBool("isUsingShield", isUsingShield);
Player.ThirdPersonPlayer.instance.m_Animator.SetBool("isUsingShield", isUsingShield);
}
else
{
Animator anim = GetComponent<Animator>();
if(anim != null)
anim.SetBool("isUsingShield", isUsingShield);
}
}
if (itemsEquipped[(int)EquipmentSlots.RHand] == null && currentWeapon != null && currentWeapon.weaponType != WeaponType.Unarmed)
{
// Unequip = destroy previous equipped weapon
Destroy(currentWeaponObject);
Destroy(currentWeaponOnHip);
currentWeapon = null;
}
if (itemsEquipped[(int)EquipmentSlots.Ammo] == null && currentAmmo != null)
{
// Unequip = destroy previous equipped weapon
Destroy(currentAmmoObject);
itemsEquipped[(int)EquipmentSlots.Ammo] = null;
}
// Broadcast to PlayerInInventory
if (PlayerEquipment != null && PlayerEquipment == this)
{
if (Player.RckPlayer.instance.isInThirdPerson)
Player.RckPlayer.instance.SwitchToThirdPerson();
else
Player.RckPlayer.instance.SwitchToFirstPerson();
}
}
/// <summary>
/// Calculate Armor rate, meele damage output and ranged damage output in base of our gear.
/// </summary>
private void CalculateStats() // @Schaken
{
// Reset Stats
ArmorRate = 0;
MeleeDamageOutput = 0;
RangedDamageOutput = 0;
// A single armor can be present (can occupy slots) in different parts of the body
// But we need to calculate the stats only once
List<ItemInInventory> ArmorsEquippedItems = new List<ItemInInventory>();
if (itemsEquipped[(int)EquipmentSlots.Head] != null)
if (!ArmorsEquippedItems.Contains(itemsEquipped[(int)EquipmentSlots.Head]))
ArmorsEquippedItems.Add(itemsEquipped[(int)EquipmentSlots.Head]);
if (itemsEquipped[(int)EquipmentSlots.Upperbody] != null)
if (!ArmorsEquippedItems.Contains(itemsEquipped[(int)EquipmentSlots.Upperbody]))
ArmorsEquippedItems.Add(itemsEquipped[(int)EquipmentSlots.Upperbody]);
if (itemsEquipped[(int)EquipmentSlots.Lowerbody] != null)
if (!ArmorsEquippedItems.Contains(itemsEquipped[(int)EquipmentSlots.Lowerbody]))
ArmorsEquippedItems.Add(itemsEquipped[(int)EquipmentSlots.Lowerbody]);
if (itemsEquipped[(int)EquipmentSlots.Hands] != null)
if (!ArmorsEquippedItems.Contains(itemsEquipped[(int)EquipmentSlots.Hands]))
ArmorsEquippedItems.Add(itemsEquipped[(int)EquipmentSlots.Hands]);
if (itemsEquipped[(int)EquipmentSlots.Feets] != null)
if (!ArmorsEquippedItems.Contains(itemsEquipped[(int)EquipmentSlots.Feets]))
ArmorsEquippedItems.Add(itemsEquipped[(int)EquipmentSlots.Feets]);
if (itemsEquipped[(int)EquipmentSlots.LHand] != null)
if (!ArmorsEquippedItems.Contains(itemsEquipped[(int)EquipmentSlots.LHand]))
ArmorsEquippedItems.Add(itemsEquipped[(int)EquipmentSlots.LHand]);
/* Debug of ArmorsEquipped
Debug.LogWarning("-----------");
for (int i = 0; i < ArmorsEquippedItems.Count; i++)
{
Debug.Log(ArmorsEquippedItems[i].item);
}
Debug.LogWarning("-----------");
*/
// Calculate armor stats
for (int i = 0; i < ArmorsEquippedItems.Count; i++)
{
if (ArmorsEquippedItems[i].item != null)
{
ArmorItem item = (ArmorItem)ArmorsEquippedItems[i].item;
ArmorRate += item.ArmorRating;
}
}
// Calculate Melee Damage Output
if (itemsEquipped[(int)EquipmentSlots.RHand] != null && itemsEquipped[(int)EquipmentSlots.RHand].item != null)
{
WeaponItem item = (WeaponItem)itemsEquipped[(int)EquipmentSlots.RHand].item;
if (item.weaponType != WeaponType.Bow)
MeleeDamageOutput += item.Damage;
else
RangedDamageOutput += item.Damage;
// You can add here other buffs, like character strenght, dexterity etc
}
// Calculate Ranged Damage Output
if (itemsEquipped[(int)EquipmentSlots.Ammo] != null && itemsEquipped[(int)EquipmentSlots.Ammo].item != null)
{
// If we've got a bow equipped
if (RangedDamageOutput >= 0.1)
{
// Add ammo damage
AmmoItem item = (AmmoItem)itemsEquipped[(int)EquipmentSlots.Ammo].item;
RangedDamageOutput += item.Damage;
}
}
}
private void SpawnArmorsMeshes()
{
for (int i = 0; i < armorsMeshes.Count; i++)
{
#if UNITY_EDITOR
if(!Application.isPlaying)
DestroyImmediate(armorsMeshes[i].gameObject);
else
Destroy(armorsMeshes[i].gameObject);
#else
Destroy(armorsMeshes[i].gameObject);
#endif
}
armorsMeshes.Clear();
for(int i = 0; i < armorsEquipped.Count; i++)
{
ArmorItem armorItem = (ArmorItem)armorsEquipped[i].item;
if (!armorItem.isStaticObject)
{
if (armorsEquipped[i].item.useMesh)
{
armorsMeshes.Add(AttachToMesh(armorsEquipped[i].item).gameObject);
if (PlayerEquipment == this)
{
if ((armorItem).Bipeds.Contains(BipedObject.Hand) ||
(armorItem).Bipeds.Contains(BipedObject.UpperBody))
armorsMeshes.Add(AttachToFPMesh(armorsEquipped[i].item).gameObject);
}
}
}
else
{
if(armorItem.Bipeds.Contains(BipedObject.Shield)) //shieldadd
{
// Spawn the shield model
GameObject shield = SpawnStaticObject(armorsEquipped[i].item, StaticObjectSlot.LeftHand);
armorsMeshes.Add(shield);
currentShieldObject = shield;
if(PlayerEquipment == this)
armorsMeshes.Add(SpawnStaticFPObject(armorsEquipped[i].item, StaticObjectSlot.LeftHand));
}
}
// Hide body parts if we have to
if (characterModel != null)
{
if (armorItem.hideHead)
characterModel.head.gameObject.SetActive(false);
if (armorItem.hideUpperbody)
characterModel.upperbody.gameObject.SetActive(false);
if (armorItem.hideArms)
characterModel.arms.gameObject.SetActive(false);
if (armorItem.hideHands)
characterModel.hands.gameObject.SetActive(false);
if (armorItem.hideLegs)
characterModel.lowerbody.gameObject.SetActive(false);
if (armorItem.hideFeet)
characterModel.feet.gameObject.SetActive(false);
if (PlayerEquipment == this && armorItem.hideArms)
PlayerCombat.instance.fpsArms.arms.gameObject.SetActive(false);
if (PlayerEquipment == this && armorItem.hideHands)
PlayerCombat.instance.fpsArms.hands.gameObject.SetActive(false);
}
}
}
public SkinnedMeshRenderer AttachToMesh(Item _item)
{
ArmorItem item = (ArmorItem)_item;
SkinnedMeshRenderer getMesh = characterModel.isMale ? item.MaleBipedModel : item.FemaleBipedModel;
SkinnedMeshRenderer newMesh = Instantiate(getMesh) as SkinnedMeshRenderer;
newMesh.transform.parent = characterModel.upperbody.transform.parent;
newMesh.rootBone = characterModel.upperbody.rootBone;
newMesh.bones = characterModel.upperbody.bones;
Mesh m = characterModel.head.sharedMesh;
for (int k = 0; k < m.blendShapeCount; k++)
{
if (characterModel.head.GetBlendShapeWeight(k) != 0) {
newMesh.SetBlendShapeWeight(k, characterModel.head.GetBlendShapeWeight(k));
}
}
return newMesh;
}
public SkinnedMeshRenderer AttachToFPMesh(Item _item)
{
if (this != Equipment.PlayerEquipment)
return null;
ArmorItem item = (ArmorItem)_item;
SkinnedMeshRenderer getMesh = (item.useFirstPersonModel) ? item.fpMaleModel : item.MaleBipedModel;
SkinnedMeshRenderer newMesh = Instantiate(getMesh) as SkinnedMeshRenderer;
newMesh.updateWhenOffscreen = true;
newMesh.gameObject.layer = LayerMask.NameToLayer("FirstPerson");
newMesh.transform.parent = FP_Arms.transform.parent;
newMesh.rootBone = FP_Arms.rootBone;
newMesh.bones = FP_Arms.bones;
return newMesh;
}
public GameObject SpawnStaticObject(Item _item, StaticObjectSlot _slot)
{
ArmorItem item = (ArmorItem)_item;
GameObject newObject = Instantiate(item.maleStaticObject, (_slot == StaticObjectSlot.LeftHand) ? characterModel.lHand : characterModel.rHand);
return newObject;
}
public GameObject SpawnStaticFPObject(Item _item, StaticObjectSlot _slot)
{
ArmorItem item = (ArmorItem)_item;
GameObject newObject = Instantiate(item.maleStaticObject, (_slot == StaticObjectSlot.LeftHand) ? PlayerCombat.instance.fpsArms.lHand : PlayerCombat.instance.fpsArms.rHand);
newObject.SetLayer(RCKLayers.FirstPerson, true);
return newObject;
}
public bool Unequip(EquipmentSlots slot)
{
return Unequip(itemsEquipped[(int)slot]);
}
public bool IsEquipped(string _itemID)
{
for(int i = 0; i < itemsEquipped.Length; i++)
{
if (itemsEquipped[i] != null && itemsEquipped[i].item != null)
{
if (itemsEquipped[i].item.ItemID == _itemID)
return true;
}
}
return false;
}
}
}