characterManager.cs 1.3 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.Enums;
  6. using Assets.HeroEditor4D.InventorySystem.Scripts.Elements;
  7. using UnityEngine;
  8. public class characterManager : MonoBehaviour
  9. {
  10. public Character4D character;
  11. public AnimationManager anim;
  12. public Character front, back, left, right;
  13. float xMove , yMove;
  14. void Update(){
  15. if(Input.GetKeyDown(KeyCode.M)){
  16. ChangeWeapon();
  17. }
  18. }
  19. int weaponIndex = 52;
  20. void ChangeWeapon(){
  21. // if(weaponIndex < character.SpriteCollection.MeleeWeapon1H.Count){
  22. // weaponIndex++;
  23. // }else{
  24. // weaponIndex = 0;
  25. // }
  26. // Debug.Log(weaponIndex);
  27. var item = character.SpriteCollection.MeleeWeapon1H[weaponIndex];
  28. // var sprite = character.SpriteCollection.MeleeWeapon1H.FindSprite("FireMageWand");
  29. front.Equip(item,EquipmentPart.MeleeWeapon1H);
  30. back.Equip(item,EquipmentPart.MeleeWeapon1H);
  31. left.Equip(item,EquipmentPart.MeleeWeapon1H);
  32. right.Equip(item,EquipmentPart.MeleeWeapon1H);
  33. }
  34. public void SetActiveWeapon(int i){
  35. weaponIndex = i;
  36. ChangeWeapon();
  37. }
  38. }