private static GameObject[] _weaponMesh;
private static GameObject[] _armMesh;
private static GameObject[] _bicepMesh;
private static GameObject[] _bootMesh;
private static GameObject[] _gloveMesh;
private static GameObject[] _helmetMesh;
private static GameObject[] _legMesh;
private static GameObject[] _shoulderMesh;
public static GameObject[] _torsoMesh;
private static GameObject[] _waistMesh;
private static GameObject[] _wristMesh;
private static System.Collections.Generic.List<Item
> _inventory
= new System.Collections.Generic.List<Item
>(); public static System.Collections.Generic.List<Item> Inventory
{
get{return _inventory;}
}
private static Item
[] _equipment
= new Item
[(int)EquipmentSlot
.COUNT]; public static int currentWepEquipped = 3;
public static Item EquipedWeapon
{
get{return _equipment[(int)EquipmentSlot.MainHand];}
set{
_equipment[(int)EquipmentSlot.MainHand] = value;
//HideWeaponMeshes();
if(_equipment[(int)EquipmentSlot.MainHand] == null)
{
return;
}
switch (_equipment[(int)EquipmentSlot.MainHand].Name) {
case "Curvy Knife":
_weaponMesh[0].SetActive(true);
currentWepEquipped = 0;
break;
case "Stiletto Sword":
_weaponMesh[1].SetActive(true);
currentWepEquipped = 1;
break;
case "Stone Axe":
_weaponMesh[2].SetActive(true);
currentWepEquipped = 2;
break;
default:
Debug.Log("Fist");
currentWepEquipped = 3;
break;
}
}
}
public static Item EquipedGloves
{
get{return _equipment[(int)EquipmentSlot.Hands];}
set{
_equipment[(int)EquipmentSlot.Hands] = value;
//HideGloveMeshes();
if(_equipment[(int)EquipmentSlot.Hands] == null)
{
return;
}
switch (_equipment[(int)EquipmentSlot.Hands].Name) {
case "ElvenArmourGloves":
_gloveMesh[0].SetActive(true);
break;
case "LeatherArmourGloves":
_gloveMesh[1].SetActive(true);
break;
case "RepublicGloves":
_gloveMesh[2].SetActive(true);
break;
}
}
}
public static Item EquipedArms
{
get{return _equipment[(int)EquipmentSlot.Arms];}
set{
_equipment[(int)EquipmentSlot.Arms] = value;
//HideArmMeshes();
if(_equipment[(int)EquipmentSlot.Arms] == null)
{
return;
}
switch (_equipment[(int)EquipmentSlot.Arms].Name) {
case "FarmerArms":
_armMesh[0].SetActive(true);
break;
case "GuildArms1":
_armMesh[1].SetActive(true);
break;
case "LeatherArmourArms":
_armMesh[2].SetActive(true);
break;
case "MercArms":
_armMesh[3].SetActive(true);
break;
case "MinerArms":
_armMesh[4].SetActive(true);
break;
case "NobleArms":
_armMesh[5].SetActive(true);
break;
case "PlateArmourArmArmour":
_armMesh[6].SetActive(true);
break;
case "RepublicArms":
_armMesh[7].SetActive(true);
break;
case "RomGladArms":
_armMesh[8].SetActive(true);
break;
case "TemplarArms":
_armMesh[9].SetActive(true);
break;
default:
Debug.Log("No Arms");
break;
}
}
}
public static Item EquipedWaist
{
get{return _equipment[(int)EquipmentSlot.Waist];}
set{
_equipment[(int)EquipmentSlot.Waist] = value;
//HideWaistMeshes();
if(_equipment[(int)EquipmentSlot.Waist] == null)
{
return;
}
switch (_equipment[(int)EquipmentSlot.Waist].Name) {
case "MageSash":
_waistMesh[0].SetActive(true);
break;
case "Moustache":
_waistMesh[1].SetActive(true);
break;
}
}
}
public static Item EquipedWrist
{
get{return _equipment[(int)EquipmentSlot.Wrist];}
set{
_equipment[(int)EquipmentSlot.Wrist] = value;
//HideWristMeshes();
if(_equipment[(int)EquipmentSlot.Wrist] == null)
{
return;
}
switch (_equipment[(int)EquipmentSlot.Wrist].Name) {
case "ElvenArmourWrist":;
_wristMesh[0].SetActive(true);
break;
case "MercWristArmour":
_wristMesh[1].SetActive(true);
break;
case "NordraicWristArmour":
_wristMesh[2].SetActive(true);
break;
case "TemplarWristArmour":
_wristMesh[3].SetActive(true);
break;
}
}
}
public static Item EquipedBicep
{
get{return _equipment[(int)EquipmentSlot.Torso];}
set{
_equipment[(int)EquipmentSlot.Biceps] = value;
//HideBicepMeshes();
if(_equipment[(int)EquipmentSlot.Biceps] == null)
{
return;
}
switch (_equipment[(int)EquipmentSlot.Biceps].Name) {
case "ElvenArmourBicep":
_bicepMesh[0].SetActive(true);
break;
case "LeatherArmourBicepArmour":
_bicepMesh[1].SetActive(true);
break;
case "MercBicepArmour":
_bicepMesh[2].SetActive(true);
break;
case "TemplarBicepArmour":
_bicepMesh[3].SetActive(true);
break;
}
}
}
public static Item EquipedShoulder
{
get{return _equipment[(int)EquipmentSlot.Shoulders];}
set{
_equipment[(int)EquipmentSlot.Shoulders] = value;
//HideShoulderMeshes();
if(_equipment[(int)EquipmentSlot.Shoulders] == null)
{
return;
}
switch (_equipment[(int)EquipmentSlot.Shoulders].Name) {
case "MercShoulderArmour":
_shoulderMesh[0].SetActive(true);
break;
case "PLateArmourShoulderPads":
_shoulderMesh[1].SetActive(true);
break;
}
}
}
public static Item EquipedTorso
{
get{return _equipment[(int)EquipmentSlot.Torso];}
set{
_equipment[(int)EquipmentSlot.Torso] = value;
//HideTorsoMeshes();
if(_equipment[(int)EquipmentSlot.Torso] == null)return;
//string temp = GameSettings2.TORSO_ARMOR_MESH_PATH;
switch (_equipment[(int)EquipmentSlot.Torso].Name) {
case "ElvenArmourTorso":
_torsoMesh[0].SetActive(true);
break;
case "FarmerTorso":
_torsoMesh[1].SetActive(true);
break;
case "GuildTorso":
_torsoMesh[2].SetActive(true);
break;
case "LeatherArmourTorso":
_torsoMesh[3].SetActive(true);
break;
case "MageTorso":
_torsoMesh[4].SetActive(true);
break;
case "MerchantTorso":
_torsoMesh[5].SetActive(true);
break;
case "MercTorso":
_torsoMesh[6].SetActive(true);
break;
case "MinerTorso":
_torsoMesh[7].SetActive(true);
break;
case "NobleTorso":
_torsoMesh[8].SetActive(true);
break;
case "NordraicTorso":
_torsoMesh[9].SetActive(true);
break;
case "PlateArmourTorso":
//temp += "PlateArmourTorso";
_torsoMesh[10].SetActive(true);
break;
case "RepublicTorso":
_torsoMesh[11].SetActive(true);
break;
case "RomanGladTorso":
_torsoMesh[12].SetActive(true);
break;
case "SilveralTorso":
_torsoMesh[13].SetActive(true);
break;
case "StormLandsTorso":
_torsoMesh[14].SetActive(true);
break;
case "TemplarTorso":
Debug.Log("TemplarTorso");
_torsoMesh[15].SetActive(true);
break;
case "ThiefTorso":
_torsoMesh[16].SetActive(true);
break;
default:
Debug.Log("Naked");
break;
}
}
}
public override void Awake()
{
base.Awake();
//player = GameObject.Find("PlayerPrefab(Clone)");
/*Transform _weaponMount = player.transform.Find("Bip01/Bip01_Pelvis/Bip01_Spine/Bip01_Spine1/Bip01_Spine2/Bip01_Neck/Bip01_R_Clavicle/Bip01_R_UpperArm/Bip01_R_Forearm/Bip01_R_Hand/WeaponSlot");
Transform _armMount = player.transform.Find("Armors/Arms");
Transform _bicepMount = player.transform.Find("Armors/Biceps");
Transform _bootMount = player.transform.Find("Armors/Boots");
Transform _gloveMount = player.transform.Find("Armors/Gloves");
Transform _helmetMount = player.transform.Find("Armors/Helmet");
Transform _legMount = player.transform.Find("Armors/Legs");
Transform _shoulderMount = player.transform.Find("Armors/Shoulders");
Transform _torsoMount = player.transform.Find("Armors/Torso");
Transform _waistMount = player.transform.Find("Armors/Waist");
Transform _wristMount = player.transform.Find("Armors/Wrist");*/
/*Transform _weaponMount = gameObject.transform.Find("Bip01/Bip01_Pelvis/Bip01_Spine/Bip01_Spine1/Bip01_Spine2/Bip01_Neck/Bip01_R_Clavicle/Bip01_R_UpperArm/Bip01_R_Forearm/Bip01_R_Hand/WeaponSlot");
Transform _armMount = gameObject.transform.Find("Armors/Arms");
Transform _bicepMount = gameObject.transform.Find("Armors/Biceps");
Transform _bootMount = gameObject.transform.Find("Armors/Boots");
Transform _gloveMount = gameObject.transform.Find("Armors/Gloves");
Transform _helmetMount = gameObject.transform.Find("Armors/Helmet");
Transform _legMount = gameObject.transform.Find("Armors/Legs");
Transform _shoulderMount = gameObject.transform.Find("Armors/Shoulders");
Transform _torsoMount = gameObject.transform.Find("Armors/Torso");
Transform _waistMount = gameObject.transform.Find("Armors/Waist");
Transform _wristMount = gameObject.transform.Find("Armors/Wrist");*/
/*int countPlayerTorso = _playerTorsoMount.GetChildCount();
_playerTorsoMesh = new GameObject[countPlayerTorso];
for (int i = 0; i < countPlayerTorso; i++) {
_playerTorsoMesh[i] = _playerTorsoMount.GetChild(i).gameObject;
}*/
/*int count = _weaponMount.GetChildCount();
_weaponMesh = new GameObject[count];
for (int i = 0; i < count; i++) {
_weaponMesh[i] = _weaponMount.GetChild(i).gameObject;
}
int countArm = _armMount.GetChildCount();
_armMesh = new GameObject[countArm];
for (int i = 0; i < countArm; i++) {
_armMesh[i] = _armMount.GetChild(i).gameObject;
}
int countBicep = _bicepMount.GetChildCount();
_bicepMesh = new GameObject[countBicep];
for (int i = 0; i < countBicep; i++) {
_bicepMesh[i] = _bicepMount.GetChild(i).gameObject;
}
int countBoot = _bootMount.GetChildCount();
_bootMesh = new GameObject[countBoot];
for (int i = 0; i < countBoot; i++) {
_bootMesh[i] = _bootMount.GetChild(i).gameObject;
}
int countGlove = _gloveMount.GetChildCount();
_gloveMesh = new GameObject[countGlove];
for (int i = 0; i < countGlove; i++) {
_gloveMesh[i] = _gloveMount.GetChild(i).gameObject;
}
int countHelmet = _helmetMount.GetChildCount();
_helmetMesh = new GameObject[countHelmet];
for (int i = 0; i < countHelmet; i++) {
_helmetMesh[i] = _helmetMount.GetChild(i).gameObject;
}
int countLeg = _legMount.GetChildCount();
_legMesh = new GameObject[countLeg];
for (int i = 0; i < countLeg; i++) {
_legMesh[i] = _legMount.GetChild(i).gameObject;
}
int countShoulder = _shoulderMount.GetChildCount();
_shoulderMesh = new GameObject[countShoulder];
for (int i = 0; i < countShoulder; i++) {
_shoulderMesh[i] = _shoulderMount.GetChild(i).gameObject;
}
int countTorso = _torsoMount.GetChildCount();
_torsoMesh = new GameObject[countTorso];
for (int i = 0; i < countTorso; i++) {
_torsoMesh[i] = _torsoMount.GetChild(i).gameObject;
}
int countWaist = _waistMount.GetChildCount();
_waistMesh = new GameObject[countWaist];
for (int i = 0; i < countWaist; i++) {
_waistMesh[i] = _gloveMount.GetChild(i).gameObject;
}
int countWrist = _wristMount.GetChildCount();
_wristMesh = new GameObject[countWrist];
for (int i = 0; i < countWrist; i++) {
_wristMesh[i] = _wristMount.GetChild(i).gameObject;
}*/
/*HideWeaponMeshes();
HideArmMeshes();
HideBicepMeshes();
HideBootMeshes();
HideGloveMeshes();
HideHelmetMeshes();
HideLegsMeshes();
HideShoulderMeshes();
HideTorsoMeshes();
HideWaistMeshes();
HideWristMeshes();*/
}
void Start()
{
if(tno.isMine)
{
Transform _torsoMount = TNObject.Find(tno.uid).gameObject.transform.Find("Armors/Torso");
Debug.Log("ID of player: " + TNObject.Find(tno.uid).uid);
int countTorso = _torsoMount.GetChildCount();
_torsoMesh
= new GameObject
[countTorso
]; for (int i = 0; i < countTorso; i++) {
_torsoMesh[i] = _torsoMount.GetChild(i).gameObject;
}
}
}
void Update()
{
Messenger<int, int>.Broadcast("PlayerHealthUpdate", 80,100, MessengerMode.DONT_REQUIRE_LISTENER);
}
#region Hide Meshes
/* private static void HideWeaponMeshes()
{
for (int i = 0; i < _weaponMesh.Length; i++) {
_weaponMesh[i].SetActive(false);
}
}
private static void HideArmMeshes()
{
for (int i = 0; i < _armMesh.Length; i++) {
_armMesh[i].SetActive(false);
}
}
private static void HideBicepMeshes()
{
for (int i = 0; i < _bicepMesh.Length; i++) {
_bicepMesh[i].SetActive(false);
}
}
private static void HideBootMeshes()
{
for (int i = 0; i < _bootMesh.Length; i++) {
_bootMesh[i].SetActive(false);
}
}
private static void HideGloveMeshes()
{
for (int i = 0; i < _gloveMesh.Length; i++) {
_gloveMesh[i].SetActive(false);
}
}
private static void HideHelmetMeshes()
{
for (int i = 0; i < _helmetMesh.Length; i++) {
_helmetMesh[i].SetActive(false);
}
}
private static void HideLegsMeshes()
{
for (int i = 0; i < _legMesh.Length; i++) {
_legMesh[i].SetActive(false);
}
}
private static void HideShoulderMeshes()
{
for (int i = 0; i < _shoulderMesh.Length; i++) {
_shoulderMesh[i].SetActive(false);
}
}
private static void HideTorsoMeshes()
{
for (int i = 0; i < _torsoMesh.Length; i++) {
_torsoMesh[i].SetActive(false);
}
}
private static void HideWaistMeshes()
{
for (int i = 0; i < _waistMesh.Length; i++) {
_waistMesh[i].SetActive(false);
}
}
private static void HideWristMeshes()
{
for (int i = 0; i < _wristMesh.Length; i++) {
_wristMesh[i].SetActive(false);
}
}*/
#endregion
}
public enum EquipmentSlot
{
Head,
Shoulders,
Chest,
Torso,
Legs,
Hands,
Feet,
Back,
OffHand,
MainHand,
Arms,
Biceps,
Waist,
Wrist,
COUNT
}