56 lines
1.4 KiB
C#
56 lines
1.4 KiB
C#
using Invector;
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using Invector.vItemManager;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Beyond
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{
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/// <summary>
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/// Equipments of the Inventory that needs to be instantiated
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/// </summary>
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[vClassHeader("Equipment", openClose = false, helpBoxText = "Use this component if you also use the ItemManager in your Character")]
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public partial class bEquipment : vMonoBehaviour
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{
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public OnHandleItemEvent onEquip, onUnequip;
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public EquipPoint equipPoint { get; set; }
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/// <summary>
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/// Event called when equipment is destroyed
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/// </summary>
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public virtual void OnDestroy()
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{
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}
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/// <summary>
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/// Item representing the equipment
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/// </summary>
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public bItem referenceItem;
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//{
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// get;
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// protected set;
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//}
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/// <summary>
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/// Event called when the item is equipped
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/// </summary>
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/// <param name="item">target item</param>
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public virtual void OnEquip(bItem item)
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{
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referenceItem = item;
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onEquip.Invoke(item);
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}
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/// <summary>
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/// Event called when the item is unquipped
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/// </summary>
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/// <param name="item">target item</param>
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public virtual void OnUnequip(bItem item)
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{
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onUnequip.Invoke(item);
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}
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}
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} |