using System.Collections; using System.Collections.Generic; using Assets.HeroEditor4D.Common.Scripts.CharacterScripts; using Assets.HeroEditor4D.Common.Scripts.Common; using Assets.HeroEditor4D.Common.Scripts.Data; using Assets.HeroEditor4D.Common.Scripts.Enums; using Assets.HeroEditor4D.InventorySystem.Scripts.Elements; using UnityEngine; public class characterManager : MonoBehaviour { public Character4D character; public AnimationManager anim; public Character front, back, left, right; float xMove , yMove; void Start(){ // if(CharacterCusomizationBridge.instance!=null && CharacterCusomizationBridge.characterJson!=null){ // GetComponent().FromJson(CharacterCusomizationBridge.characterJson, false); // } } void Update(){ if(Input.GetKeyDown(KeyCode.M)){ // ChangeWeapon(); EquipBow(); } } int weaponIndex = 52; public int bowIndex =0; public void EquipBow(){ // bowIndex++; // if(bowIndex >= character.SpriteCollection.Bow.Count){ // bowIndex=0; // } // Debug.Log("Equipping bow index " + bowIndex + " out of " + character.SpriteCollection.Bow.Count); var item = character.SpriteCollection.Bow[16]; EquipForAll(item, EquipmentPart.Bow); } void ChangeWeapon(){ // if(weaponIndex < character.SpriteCollection.MeleeWeapon1H.Count){ // weaponIndex++; // }else{ // weaponIndex = 0; // } // Debug.Log(weaponIndex); var item = character.SpriteCollection.MeleeWeapon1H[weaponIndex]; // var sprite = character.SpriteCollection.MeleeWeapon1H.FindSprite("FireMageWand"); EquipForAll(item,EquipmentPart.MeleeWeapon1H); } void EquipForAll(ItemSprite item, EquipmentPart type){ front.Equip(item, type); back.Equip(item, type); left.Equip(item, type); right.Equip(item, type); } public void SetActiveWeapon(int i){ weaponIndex = i; ChangeWeapon(); } }