using Assets.HeroEditor4D.Common.Scripts.CharacterScripts; using Assets.HeroEditor4D.Common.Scripts.Enums; using UnityEngine; namespace Assets.HeroEditor4D.Common.Scripts.ExampleScripts { /// /// An example of how to change character's equipment. /// public class EquipmentExample : MonoBehaviour { public Character4D Character; public AppearanceExample AppearanceExample; public void EquipRandomArmor() { var randomIndex = Random.Range(0, Character.SpriteCollection.Armor.Count); var randomItem = Character.SpriteCollection.Armor[randomIndex]; Character.Equip(randomItem, EquipmentPart.Armor); AppearanceExample.Refresh(); } public void RemoveArmor() { Character.UnEquip(EquipmentPart.Armor); AppearanceExample.Refresh(); } public void EquipRandomHelmet() { var randomIndex = Random.Range(0, Character.SpriteCollection.Armor.Count); var randomItem = Character.SpriteCollection.Armor[randomIndex]; Character.Equip(randomItem, EquipmentPart.Helmet); AppearanceExample.Refresh(); } public void RemoveHelmet() { Character.UnEquip(EquipmentPart.Helmet); AppearanceExample.Refresh(); } public void EquipRandomShield() { var randomIndex = Random.Range(0, Character.SpriteCollection.Shield.Count); var randomItem = Character.SpriteCollection.Shield[randomIndex]; Character.Equip(randomItem, EquipmentPart.Shield); } public void RemoveShield() { Character.UnEquip(EquipmentPart.Shield); } public void EquipRandomWeapon() { var randomIndex = Random.Range(0, Character.SpriteCollection.MeleeWeapon1H.Count); var randomItem = Character.SpriteCollection.MeleeWeapon1H[randomIndex]; Character.Equip(randomItem, EquipmentPart.MeleeWeapon1H); } public void RemoveWeapon() { Character.UnEquip(EquipmentPart.MeleeWeapon1H); } } }