CharacterInventorySetup.cs 6.7 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using Assets.HeroEditor4D.Common.Scripts.CharacterScripts;
  5. using Assets.HeroEditor4D.Common.Scripts.Common;
  6. using Assets.HeroEditor4D.Common.Scripts.Enums;
  7. using Assets.HeroEditor4D.InventorySystem.Scripts.Data;
  8. using Assets.HeroEditor4D.InventorySystem.Scripts.Enums;
  9. using UnityEngine;
  10. namespace Assets.HeroEditor4D.InventorySystem.Scripts.Helpers
  11. {
  12. public class CharacterInventorySetup
  13. {
  14. public static void Setup(Character character, List<Item> equipped, CharacterAppearance appearance)
  15. {
  16. if (!appearance.Underwear.IsEmpty())
  17. {
  18. character.Underwear = character.SpriteCollection.Armor.Single(i => i.Id == appearance.Underwear).Sprites;
  19. }
  20. character.UnderwearColor = appearance.UnderwearColor;
  21. character.ShowHelmet = appearance.ShowHelmet;
  22. appearance.Setup(character, initialize: false);
  23. Setup(character, equipped);
  24. }
  25. public static void Setup(Character character, List<Item> equipped)
  26. {
  27. character.ResetEquipment();
  28. character.HideEars = false;
  29. character.CropHair = false;
  30. foreach (var item in equipped)
  31. {
  32. try
  33. {
  34. var spriteCollection = character.SpriteCollection;
  35. #if TAP_HEROES // TODO: Temp workaround.
  36. if (item.Params.SpriteId.StartsWith("FantasyHeroes.Basic."))
  37. {
  38. spriteCollection = ItemCollection.Active.SpriteCollections.Single(i => i.Id == "FantasyHeroes");
  39. }
  40. else if (item.Params.SpriteId.StartsWith("FantasyHeroes.Goblin."))
  41. {
  42. spriteCollection = ItemCollection.Active.SpriteCollections.Single(i => i.Id == "GoblinHeroes");
  43. }
  44. else if (item.Params.SpriteId.StartsWith("UndeadHeroes."))
  45. {
  46. spriteCollection = ItemCollection.Active.SpriteCollections.Single(i => i.Id == "UndeadHeroes");
  47. }
  48. #endif
  49. switch (item.Params.Type)
  50. {
  51. case ItemType.Weapon:
  52. switch (item.Params.Class)
  53. {
  54. case ItemClass.Bow:
  55. character.WeaponType = WeaponType.Bow;
  56. character.CompositeWeapon = spriteCollection.Bow.FindSprites(item.Params.SpriteId);
  57. break;
  58. case ItemClass.Firearm:
  59. character.WeaponType = WeaponType.Paired;
  60. character.SecondaryWeapon = spriteCollection.Firearm1H.Union(spriteCollection.Firearm2H).FindSprites(item.Params.SpriteId).Single(i => i.name == "Side");
  61. break;
  62. default:
  63. if (equipped.Any(i => i.IsFirearm))
  64. {
  65. character.WeaponType = WeaponType.Paired;
  66. character.PrimaryWeapon = spriteCollection.MeleeWeapon1H.FindSprite(item.Params.SpriteId);
  67. }
  68. else
  69. {
  70. character.WeaponType = item.Params.Tags.Contains(ItemTag.TwoHanded) ? WeaponType.Melee2H : WeaponType.Melee1H;
  71. character.PrimaryWeapon = (character.WeaponType == WeaponType.Melee1H ? spriteCollection.MeleeWeapon1H : spriteCollection.MeleeWeapon2H).FindSprite(item.Params.SpriteId);
  72. }
  73. break;
  74. case ItemClass.Bomb:
  75. character.WeaponType = WeaponType.Throwable;
  76. character.PrimaryWeapon = spriteCollection.Throwable.FindSprite(item.Params.SpriteId);
  77. break;
  78. }
  79. break;
  80. case ItemType.Shield:
  81. character.Shield = spriteCollection.Shield.FindSprites(item.Params.SpriteId);
  82. character.WeaponType = WeaponType.Melee1H;
  83. break;
  84. case ItemType.Armor:
  85. character.Armor = spriteCollection.Armor.FindSprites(item.Params.SpriteId);
  86. break;
  87. case ItemType.Helmet:
  88. var entry = spriteCollection.Armor.Single(i => i.Id == item.Params.SpriteId);
  89. character.Equip(entry, EquipmentPart.Helmet);
  90. character.HideEars = !entry.Tags.Contains("ShowEars");
  91. character.CropHair = !entry.Tags.Contains("FullHair");
  92. break;
  93. case ItemType.Vest:
  94. character.Equip(spriteCollection.Armor.Single(i => i.Id == item.Params.SpriteId), EquipmentPart.Vest, Color.white);
  95. break;
  96. case ItemType.Bracers:
  97. character.Equip(spriteCollection.Armor.Single(i => i.Id == item.Params.SpriteId), EquipmentPart.Bracers, Color.white);
  98. break;
  99. case ItemType.Leggings:
  100. character.Equip(spriteCollection.Armor.Single(i => i.Id == item.Params.SpriteId), EquipmentPart.Leggings, Color.white);
  101. break;
  102. }
  103. }
  104. catch (Exception e)
  105. {
  106. Debug.LogErrorFormat("Unable to equip {0} ({1})", item.Params.SpriteId, e.Message);
  107. }
  108. }
  109. foreach (var part in new[] { ItemType.Vest, ItemType.Bracers, ItemType.Leggings })
  110. {
  111. if (equipped.Any(i => i.Params.Type == part))
  112. {
  113. }
  114. else if (character.Underwear.Any())
  115. {
  116. var entry = character.SpriteCollection.Armor.Single(i => i.Sprites.Contains(character.Underwear[0]));
  117. character.Equip(entry, part.ToString().ToEnum<EquipmentPart>(), character.UnderwearColor);
  118. }
  119. }
  120. character.Initialize();
  121. }
  122. }
  123. }