characterManager.cs 3.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123
  1. using System.Collections;
  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.Data;
  7. using Assets.HeroEditor4D.Common.Scripts.Enums;
  8. using Assets.HeroEditor4D.InventorySystem.Scripts.Elements;
  9. using Unity.VisualScripting;
  10. using UnityEngine;
  11. public class characterManager : MonoBehaviour
  12. {
  13. public Character4D character;
  14. public AnimationManager anim;
  15. public Character front, back, left, right;
  16. float xMove , yMove;
  17. void Start(){
  18. // if(CharacterCusomizationBridge.instance!=null && CharacterCusomizationBridge.characterJson!=null){
  19. // GetComponent<Character4D>().FromJson(CharacterCusomizationBridge.characterJson, false);
  20. // }
  21. }
  22. public int armorId = 0;
  23. public int helmetId = 0;
  24. public int wandId = 0;
  25. public int swordId = 0;
  26. void Update(){
  27. if(Input.GetKeyDown(KeyCode.M)){
  28. // ChangeWeapon();
  29. EquipBow();
  30. }
  31. if(Input.GetKeyDown(KeyCode.N)){
  32. EquipArmor(armorId);
  33. }
  34. if(Input.GetKeyDown(KeyCode.B)){
  35. EquipHelmet(helmetId);
  36. }
  37. if(Input.GetKeyDown(KeyCode.V)){
  38. EquipSword(swordId);
  39. }
  40. if(Input.GetKeyDown(KeyCode.C)){
  41. EquipWand(wandId);
  42. }
  43. }
  44. int weaponIndex = 52;
  45. public int bowIndex =0;
  46. public void EquipBow(){
  47. // bowIndex++;
  48. // if(bowIndex >= character.SpriteCollection.Bow.Count){
  49. // bowIndex=0;
  50. // }
  51. // Debug.Log("Equipping bow index " + bowIndex + " out of " + character.SpriteCollection.Bow.Count);
  52. var item = character.SpriteCollection.Bow[bowIndex];
  53. EquipForAll(item, EquipmentPart.Bow);
  54. }
  55. public void EquipBow(int weaponId ){
  56. var item = character.SpriteCollection.Bow[weaponId];
  57. EquipForAll(item, EquipmentPart.Bow);
  58. }
  59. public void EquipArmor(int weaponId ){
  60. var item = character.SpriteCollection.Armor[weaponId];
  61. EquipForAll(item, EquipmentPart.Armor);
  62. }
  63. public void EquipHelmet(int weaponId){
  64. var item = character.SpriteCollection.Armor[weaponId];
  65. EquipForAll(item, EquipmentPart.Helmet);
  66. }
  67. public void EquipSword(int weaponId){
  68. var item = character.SpriteCollection.MeleeWeapon1H[weaponId];
  69. EquipForAll(item, EquipmentPart.MeleeWeapon1H);
  70. }
  71. public void EquipWand(int weaponId){
  72. var item = character.SpriteCollection.MeleeWeapon1H[weaponId];
  73. EquipForAll(item, EquipmentPart.MeleeWeapon1H);
  74. }
  75. void ChangeWeapon(){
  76. // if(weaponIndex < character.SpriteCollection.MeleeWeapon1H.Count){
  77. // weaponIndex++;
  78. // }else{
  79. // weaponIndex = 0;
  80. // }
  81. // Debug.Log(weaponIndex);
  82. var item = character.SpriteCollection.MeleeWeapon1H[weaponIndex];
  83. // var sprite = character.SpriteCollection.MeleeWeapon1H.FindSprite("FireMageWand");
  84. EquipForAll(item,EquipmentPart.MeleeWeapon1H);
  85. }
  86. void EquipForAll(ItemSprite item, EquipmentPart type){
  87. front.Equip(item, type);
  88. back.Equip(item, type);
  89. left.Equip(item, type);
  90. right.Equip(item, type);
  91. }
  92. public void SetActiveWeapon(int i){
  93. weaponIndex = i;
  94. ChangeWeapon();
  95. }
  96. }