characterManager.cs 2.0 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using Assets.HeroEditor4D.Common.Scripts.CharacterScripts;
  4. using Assets.HeroEditor4D.Common.Scripts.Common;
  5. using Assets.HeroEditor4D.Common.Scripts.Data;
  6. using Assets.HeroEditor4D.Common.Scripts.Enums;
  7. using Assets.HeroEditor4D.InventorySystem.Scripts.Elements;
  8. using UnityEngine;
  9. public class characterManager : MonoBehaviour
  10. {
  11. public Character4D character;
  12. public AnimationManager anim;
  13. public Character front, back, left, right;
  14. float xMove , yMove;
  15. void Start(){
  16. // if(CharacterCusomizationBridge.instance!=null && CharacterCusomizationBridge.characterJson!=null){
  17. // GetComponent<Character4D>().FromJson(CharacterCusomizationBridge.characterJson, false);
  18. // }
  19. }
  20. void Update(){
  21. if(Input.GetKeyDown(KeyCode.M)){
  22. // ChangeWeapon();
  23. EquipBow();
  24. }
  25. }
  26. int weaponIndex = 52;
  27. public int bowIndex =0;
  28. public void EquipBow(){
  29. // bowIndex++;
  30. // if(bowIndex >= character.SpriteCollection.Bow.Count){
  31. // bowIndex=0;
  32. // }
  33. // Debug.Log("Equipping bow index " + bowIndex + " out of " + character.SpriteCollection.Bow.Count);
  34. var item = character.SpriteCollection.Bow[16];
  35. EquipForAll(item, EquipmentPart.Bow);
  36. }
  37. void ChangeWeapon(){
  38. // if(weaponIndex < character.SpriteCollection.MeleeWeapon1H.Count){
  39. // weaponIndex++;
  40. // }else{
  41. // weaponIndex = 0;
  42. // }
  43. // Debug.Log(weaponIndex);
  44. var item = character.SpriteCollection.MeleeWeapon1H[weaponIndex];
  45. // var sprite = character.SpriteCollection.MeleeWeapon1H.FindSprite("FireMageWand");
  46. EquipForAll(item,EquipmentPart.MeleeWeapon1H);
  47. }
  48. void EquipForAll(ItemSprite item, EquipmentPart type){
  49. front.Equip(item, type);
  50. back.Equip(item, type);
  51. left.Equip(item, type);
  52. right.Equip(item, type);
  53. }
  54. public void SetActiveWeapon(int i){
  55. weaponIndex = i;
  56. ChangeWeapon();
  57. }
  58. }