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EquipmentManager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EquipmentManager : MonoBehaviour {
#region Singleton
public static EquipmentManager instance;
void Awake()
{
instance = this;
}
#endregion
Equipment[] currentEquipment;
public delegate void OnEquipmentChanged(Equipment newItem, Equipment oldItem);
public OnEquipmentChanged onEquipmentChanged;
Inventory inventory;
private void Start()
{
inventory = Inventory.instance;
int numSlots = System.Enum.GetNames(typeof(EquipmentSlot)).Length;
currentEquipment = new Equipment[numSlots];
}
public void Equip (Equipment newItem)
{
int slotIndex = (int)newItem.equipSlot;
Equipment oldItem = null;
if(currentEquipment[slotIndex] != null)
{
oldItem = currentEquipment[slotIndex];
inventory.Add(oldItem);
}
if(onEquipmentChanged != null)
{
onEquipmentChanged.Invoke(newItem, oldItem);
}
currentEquipment[slotIndex] = newItem;
}
public void Unequip(int slotIndex)
{
if (currentEquipment[slotIndex] != null)
{
Equipment oldItem = currentEquipment[slotIndex];
inventory.Add(oldItem);
currentEquipment[slotIndex] = null;
if (onEquipmentChanged != null)
{
onEquipmentChanged.Invoke(null, oldItem);
}
}
}
public void UnequipAll()
{
for (int i = 0; i<currentEquipment.Length; i++)
{
Unequip(i);
}
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.U))
{
UnequipAll();
}
}
}