Rework of base interactables and managed behaviors
This commit is contained in:
@@ -19,32 +19,39 @@ namespace Interactions
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/// <summary>
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/// Saveable data for ItemSlot state
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/// </summary>
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[System.Serializable]
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[Serializable]
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public class ItemSlotSaveData
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{
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public PickupSaveData pickupData; // Base pickup state
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public ItemSlotState slotState; // Current slot validation state
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public string slottedItemSaveId; // Save ID of slotted item (if any)
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public string slottedItemDataAssetPath; // Asset path to PickupItemData
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public ItemSlotState slotState;
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public string slottedItemSaveId;
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}
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// TODO: Remove this ridiculous inheritance from Pickup if possible
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/// <summary>
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/// Interaction requirement that allows slotting, swapping, or picking up items in a slot.
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/// Interaction that allows slotting, swapping, or picking up items in a slot.
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/// ItemSlot is a CONTAINER, not a Pickup itself.
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/// </summary>
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public class ItemSlot : Pickup
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public class ItemSlot : SaveableInteractable
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{
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// Slot visual data (for the slot itself, not the item in it)
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public PickupItemData itemData;
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public SpriteRenderer iconRenderer;
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// Slotted item tracking
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private PickupItemData currentlySlottedItemData;
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public SpriteRenderer slottedItemRenderer;
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private GameObject currentlySlottedItemObject;
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// Tracks the current state of the slotted item
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private ItemSlotState _currentState = ItemSlotState.None;
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private ItemSlotState currentState = ItemSlotState.None;
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// Settings reference
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private IInteractionSettings _interactionSettings;
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private IPlayerFollowerSettings _playerFollowerSettings;
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private IInteractionSettings interactionSettings;
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private IPlayerFollowerSettings playerFollowerSettings;
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/// <summary>
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/// Read-only access to the current slotted item state.
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/// </summary>
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public ItemSlotState CurrentSlottedState => _currentState;
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public ItemSlotState CurrentSlottedState => currentState;
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public UnityEvent onItemSlotted;
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public UnityEvent onItemSlotRemoved;
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@@ -62,118 +69,189 @@ namespace Interactions
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public UnityEvent onForbiddenItemSlotted;
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// Native C# event alternative for code-only subscribers
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public event Action<PickupItemData, PickupItemData> OnForbiddenItemSlotted;
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private PickupItemData _currentlySlottedItemData;
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public SpriteRenderer slottedItemRenderer;
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private GameObject _currentlySlottedItemObject;
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public GameObject GetSlottedObject()
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{
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return _currentlySlottedItemObject;
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return currentlySlottedItemObject;
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}
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public void SetSlottedObject(GameObject obj)
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{
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_currentlySlottedItemObject = obj;
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if (_currentlySlottedItemObject != null)
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currentlySlottedItemObject = obj;
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if (currentlySlottedItemObject != null)
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{
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_currentlySlottedItemObject.SetActive(false);
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currentlySlottedItemObject.SetActive(false);
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}
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}
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protected override void Awake()
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{
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base.Awake();
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base.Awake(); // SaveableInteractable registration
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// Setup visuals
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if (iconRenderer == null)
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iconRenderer = GetComponent<SpriteRenderer>();
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ApplyItemData();
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// Initialize settings references
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_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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_playerFollowerSettings = GameManager.GetSettingsObject<IPlayerFollowerSettings>();
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interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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playerFollowerSettings = GameManager.GetSettingsObject<IPlayerFollowerSettings>();
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}
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protected override void OnCharacterArrived()
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#if UNITY_EDITOR
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/// <summary>
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/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
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/// </summary>
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void OnValidate()
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{
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Logging.Debug("[ItemSlot] OnCharacterArrived");
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var heldItemData = _followerController.CurrentlyHeldItemData;
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var heldItemObj = _followerController.GetHeldPickupObject();
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var config = _interactionSettings?.GetSlotItemConfig(itemData);
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var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
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// Held item, slot empty -> try to slot item
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if (heldItemData != null && _currentlySlottedItemObject == null)
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{
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// First check for forbidden items at the very start so we don't continue unnecessarily
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if (PickupItemData.ListContainsEquivalent(forbidden, heldItemData))
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{
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DebugUIMessage.Show("Can't place that here.", Color.red);
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onForbiddenItemSlotted?.Invoke();
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OnForbiddenItemSlotted?.Invoke(itemData, heldItemData);
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_currentState = ItemSlotState.Forbidden;
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CompleteInteraction(false);
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return;
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}
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if (iconRenderer == null)
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iconRenderer = GetComponent<SpriteRenderer>();
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ApplyItemData();
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}
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#endif
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SlotItem(heldItemObj, heldItemData, true);
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return;
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/// <summary>
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/// Applies the item data to the slot (icon, name, etc).
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/// </summary>
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public void ApplyItemData()
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{
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if (itemData != null)
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{
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if (iconRenderer != null && itemData.mapSprite != null)
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{
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iconRenderer.sprite = itemData.mapSprite;
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}
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gameObject.name = itemData.itemName + "_Slot";
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}
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}
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#region Interaction Logic
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/// <summary>
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/// Validation: Check if interaction can proceed based on held item and slot state.
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/// </summary>
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protected override (bool canProceed, string errorMessage) CanProceedWithInteraction()
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{
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var heldItem = FollowerController?.CurrentlyHeldItemData;
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// Scenario: Nothing held + Empty slot = Error
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if (heldItem == null && currentlySlottedItemObject == null)
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return (false, "This requires an item.");
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// Check forbidden items if trying to slot into empty slot
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if (heldItem != null && currentlySlottedItemObject == null)
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{
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var config = interactionSettings?.GetSlotItemConfig(itemData);
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var forbidden = config?.forbiddenItems ?? new List<PickupItemData>();
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if (PickupItemData.ListContainsEquivalent(forbidden, heldItem))
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return (false, "Can't place that here.");
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}
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// Either pickup or swap items
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if ((heldItemData == null && _currentlySlottedItemObject != null)
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|| (heldItemData != null && _currentlySlottedItemObject != null))
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return (true, null);
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}
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/// <summary>
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/// Main interaction logic: Slot, pickup, swap, or combine items.
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/// Returns true only if correct item was slotted.
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/// </summary>
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protected override bool DoInteraction()
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{
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Logging.Debug("[ItemSlot] DoInteraction");
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var heldItemData = FollowerController.CurrentlyHeldItemData;
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var heldItemObj = FollowerController.GetHeldPickupObject();
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// Scenario 1: Held item + Empty slot = Slot it
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if (heldItemData != null && currentlySlottedItemObject == null)
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{
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// If both held and slotted items exist, attempt combination via follower (reuse existing logic from Pickup)
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if (heldItemData != null && _currentlySlottedItemData != null)
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SlotItem(heldItemObj, heldItemData);
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FollowerController.ClearHeldItem(); // Clear follower's hand after slotting
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return IsSlottedItemCorrect();
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}
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// Scenario 2 & 3: Slot is full
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if (currentlySlottedItemObject != null)
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{
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// Try combination if both items present
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if (heldItemData != null)
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{
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var slottedPickup = _currentlySlottedItemObject?.GetComponent<Pickup>();
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var slottedPickup = currentlySlottedItemObject.GetComponent<Pickup>();
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if (slottedPickup != null)
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{
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var comboResult = _followerController.TryCombineItems(slottedPickup, out var combinationResultItem);
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if (combinationResultItem != null && comboResult == FollowerController.CombinationResult.Successful)
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var comboResult = FollowerController.TryCombineItems(slottedPickup, out var combinationResultItem);
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if (comboResult == FollowerController.CombinationResult.Successful)
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{
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// Combination succeeded: fire slot-removed events and clear internals (don't call SlotItem to avoid duplicate events)
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onItemSlotRemoved?.Invoke();
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OnItemSlotRemoved?.Invoke(_currentlySlottedItemData);
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_currentState = ItemSlotState.None;
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// Clear internal references and visuals
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_currentlySlottedItemObject = null;
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_currentlySlottedItemData = null;
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UpdateSlottedSprite();
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CompleteInteraction(false);
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return;
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// Combination succeeded - clear slot and return false (not a "slot success")
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ClearSlot();
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return false;
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}
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}
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}
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// No combination (or not applicable) -> perform normal swap/pickup behavior
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_followerController.TryPickupItem(_currentlySlottedItemObject, _currentlySlottedItemData, false);
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onItemSlotRemoved?.Invoke();
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OnItemSlotRemoved?.Invoke(_currentlySlottedItemData);
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_currentState = ItemSlotState.None;
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SlotItem(heldItemObj, heldItemData, _currentlySlottedItemObject == null);
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return;
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// No combination or unsuccessful - perform swap
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// Step 1: Pickup from slot (follower now holds the old slotted item)
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FollowerController.TryPickupItem(currentlySlottedItemObject, currentlySlottedItemData, dropItem: false);
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ClearSlot();
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// Step 2: If we had a held item, slot it (follower already holding picked up item, don't clear!)
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if (heldItemData != null)
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{
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SlotItem(heldItemObj, heldItemData);
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// Don't clear follower - they're holding the item they picked up from the slot
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return IsSlottedItemCorrect();
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}
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// Just picked up from slot - not a success
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return false;
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}
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// No held item, slot empty -> show warning
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if (heldItemData == null && _currentlySlottedItemObject == null)
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{
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DebugUIMessage.Show("This requires an item.", Color.red);
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return;
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}
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// Shouldn't reach here (validation prevents empty + no held)
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return false;
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}
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/// <summary>
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/// Helper: Check if the currently slotted item is correct.
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/// </summary>
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private bool IsSlottedItemCorrect()
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{
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return currentState == ItemSlotState.Correct;
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}
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/// <summary>
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/// Helper: Clear the slot and fire removal events.
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/// </summary>
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private void ClearSlot()
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{
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var previousData = currentlySlottedItemData;
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currentlySlottedItemObject = null;
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currentlySlottedItemData = null;
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currentState = ItemSlotState.None;
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UpdateSlottedSprite();
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// Fire removal events
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onItemSlotRemoved?.Invoke();
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OnItemSlotRemoved?.Invoke(previousData);
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}
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#endregion
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#region Visual Updates
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/// <summary>
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/// Updates the sprite and scale for the currently slotted item.
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/// </summary>
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private void UpdateSlottedSprite()
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{
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if (slottedItemRenderer != null && _currentlySlottedItemData != null && _currentlySlottedItemData.mapSprite != null)
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if (slottedItemRenderer != null && currentlySlottedItemData != null && currentlySlottedItemData.mapSprite != null)
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{
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slottedItemRenderer.sprite = _currentlySlottedItemData.mapSprite;
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slottedItemRenderer.sprite = currentlySlottedItemData.mapSprite;
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// Scale sprite to desired height, preserve aspect ratio, compensate for parent scale
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float desiredHeight = _playerFollowerSettings?.HeldIconDisplayHeight ?? 2.0f;
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var sprite = _currentlySlottedItemData.mapSprite;
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float desiredHeight = playerFollowerSettings?.HeldIconDisplayHeight ?? 2.0f;
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var sprite = currentlySlottedItemData.mapSprite;
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float spriteHeight = sprite.bounds.size.y;
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Vector3 parentScale = slottedItemRenderer.transform.parent != null
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? slottedItemRenderer.transform.parent.localScale
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@@ -191,18 +269,20 @@ namespace Interactions
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}
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}
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#endregion
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// Register with ItemManager when enabled
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protected override void Start()
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{
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base.Start(); // This calls Pickup.Start() which registers with save system
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base.Start(); // SaveableInteractable registration
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// Additionally register as ItemSlot
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// Register as ItemSlot
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ItemManager.Instance?.RegisterItemSlot(this);
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}
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protected override void OnDestroy()
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{
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base.OnDestroy(); // Unregister from save system and pickup manager
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base.OnDestroy(); // SaveableInteractable cleanup
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// Unregister from slot manager
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ItemManager.Instance?.UnregisterItemSlot(this);
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@@ -212,35 +292,22 @@ namespace Interactions
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protected override object GetSerializableState()
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{
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// Get base pickup state
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PickupSaveData baseData = base.GetSerializableState() as PickupSaveData;
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// Get slotted item save ID if there's a slotted item
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string slottedSaveId = "";
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string slottedAssetPath = "";
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if (_currentlySlottedItemObject != null)
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if (currentlySlottedItemObject != null)
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{
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var slottedPickup = _currentlySlottedItemObject.GetComponent<Pickup>();
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var slottedPickup = currentlySlottedItemObject.GetComponent<Pickup>();
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if (slottedPickup is SaveableInteractable saveablePickup)
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{
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slottedSaveId = saveablePickup.GetSaveId();
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}
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if (_currentlySlottedItemData != null)
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{
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#if UNITY_EDITOR
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slottedAssetPath = UnityEditor.AssetDatabase.GetAssetPath(_currentlySlottedItemData);
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#endif
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}
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}
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return new ItemSlotSaveData
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{
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pickupData = baseData,
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slotState = _currentState,
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slottedItemSaveId = slottedSaveId,
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slottedItemDataAssetPath = slottedAssetPath
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slotState = currentState,
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slottedItemSaveId = slottedSaveId
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};
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}
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@@ -253,20 +320,13 @@ namespace Interactions
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return;
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}
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// First restore base pickup state
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if (data.pickupData != null)
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{
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string pickupJson = JsonUtility.ToJson(data.pickupData);
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base.ApplySerializableState(pickupJson);
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}
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// Restore slot state
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_currentState = data.slotState;
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currentState = data.slotState;
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// Restore slotted item if there was one
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if (!string.IsNullOrEmpty(data.slottedItemSaveId))
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{
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RestoreSlottedItem(data.slottedItemSaveId, data.slottedItemDataAssetPath);
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RestoreSlottedItem(data.slottedItemSaveId);
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}
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}
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@@ -274,7 +334,7 @@ namespace Interactions
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/// Restore a slotted item from save data.
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/// This is called during load restoration and should NOT trigger events.
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/// </summary>
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private void RestoreSlottedItem(string slottedItemSaveId, string slottedItemDataAssetPath)
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private void RestoreSlottedItem(string slottedItemSaveId)
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{
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// Try to find the item in the scene by its save ID via ItemManager
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GameObject slottedObject = ItemManager.Instance?.FindPickupBySaveId(slottedItemSaveId);
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@@ -285,106 +345,92 @@ namespace Interactions
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return;
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}
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// Get the item data
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// Get the item data from the pickup component
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PickupItemData slottedData = null;
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#if UNITY_EDITOR
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if (!string.IsNullOrEmpty(slottedItemDataAssetPath))
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var pickup = slottedObject.GetComponent<Pickup>();
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if (pickup != null)
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{
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slottedData = UnityEditor.AssetDatabase.LoadAssetAtPath<PickupItemData>(slottedItemDataAssetPath);
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}
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#endif
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if (slottedData == null)
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{
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var pickup = slottedObject.GetComponent<Pickup>();
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if (pickup != null)
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{
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slottedData = pickup.itemData;
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}
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slottedData = pickup.itemData;
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}
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// Silently slot the item (no events, no interaction completion)
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// Follower state is managed separately during save/load restoration
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ApplySlottedItemState(slottedObject, slottedData, triggerEvents: false);
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}
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/// <summary>
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/// Core logic for slotting an item. Can be used both for normal slotting and silent restoration.
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/// NOTE: Does NOT call CompleteInteraction - the template method handles that via DoInteraction return value.
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/// NOTE: Does NOT manage follower state - caller is responsible for clearing follower's hand if needed.
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/// </summary>
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/// <param name="itemToSlot">The item GameObject to slot (or null to clear)</param>
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/// <param name="itemToSlotData">The PickupItemData for the item</param>
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/// <param name="triggerEvents">Whether to fire events and complete interaction</param>
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/// <param name="clearFollowerHeldItem">Whether to clear the follower's held item</param>
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private void ApplySlottedItemState(GameObject itemToSlot, PickupItemData itemToSlotData, bool triggerEvents, bool clearFollowerHeldItem = true)
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/// <param name="triggerEvents">Whether to fire events</param>
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private void ApplySlottedItemState(GameObject itemToSlot, PickupItemData itemToSlotData, bool triggerEvents)
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{
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// Cache the previous item data before clearing, needed for OnItemSlotRemoved event
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var previousItemData = _currentlySlottedItemData;
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bool wasSlotCleared = _currentlySlottedItemObject != null && itemToSlot == null;
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if (itemToSlot == null)
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{
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_currentlySlottedItemObject = null;
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_currentlySlottedItemData = null;
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_currentState = ItemSlotState.None;
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// Clear slot
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var previousData = currentlySlottedItemData;
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currentlySlottedItemObject = null;
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currentlySlottedItemData = null;
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currentState = ItemSlotState.None;
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// Fire native event for slot clearing (only if triggering events)
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if (wasSlotCleared && triggerEvents)
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if (previousData != null && triggerEvents)
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{
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OnItemSlotRemoved?.Invoke(previousItemData);
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onItemSlotRemoved?.Invoke();
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OnItemSlotRemoved?.Invoke(previousData);
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}
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}
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else
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{
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// Slot the item
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itemToSlot.SetActive(false);
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itemToSlot.transform.SetParent(null);
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SetSlottedObject(itemToSlot);
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_currentlySlottedItemData = itemToSlotData;
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}
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|
||||
if (clearFollowerHeldItem && _followerController != null)
|
||||
{
|
||||
_followerController.ClearHeldItem();
|
||||
}
|
||||
UpdateSlottedSprite();
|
||||
|
||||
// Only validate and trigger events if requested
|
||||
if (triggerEvents)
|
||||
{
|
||||
// Once an item is slotted, we know it is not forbidden, so we can skip that check, but now check if it was
|
||||
// the correct item we're looking for
|
||||
var config = _interactionSettings?.GetSlotItemConfig(itemData);
|
||||
currentlySlottedItemData = itemToSlotData;
|
||||
|
||||
// Determine if correct
|
||||
var config = interactionSettings?.GetSlotItemConfig(itemData);
|
||||
var allowed = config?.allowedItems ?? new List<PickupItemData>();
|
||||
|
||||
if (itemToSlotData != null && PickupItemData.ListContainsEquivalent(allowed, itemToSlotData))
|
||||
{
|
||||
if (itemToSlot != null)
|
||||
currentState = ItemSlotState.Correct;
|
||||
|
||||
// Fire events if requested
|
||||
if (triggerEvents)
|
||||
{
|
||||
DebugUIMessage.Show("You correctly slotted " + itemToSlotData.itemName + " into: " + itemData.itemName, Color.green);
|
||||
DebugUIMessage.Show($"You correctly slotted {itemToSlotData.itemName} into: {itemData.itemName}", Color.green);
|
||||
onCorrectItemSlotted?.Invoke();
|
||||
OnCorrectItemSlotted?.Invoke(itemData, _currentlySlottedItemData);
|
||||
_currentState = ItemSlotState.Correct;
|
||||
OnCorrectItemSlotted?.Invoke(itemData, currentlySlottedItemData);
|
||||
}
|
||||
|
||||
CompleteInteraction(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (itemToSlot != null)
|
||||
currentState = ItemSlotState.Incorrect;
|
||||
|
||||
// Fire events if requested
|
||||
if (triggerEvents)
|
||||
{
|
||||
DebugUIMessage.Show("I'm not sure this works.", Color.yellow);
|
||||
onIncorrectItemSlotted?.Invoke();
|
||||
OnIncorrectItemSlotted?.Invoke(itemData, _currentlySlottedItemData);
|
||||
_currentState = ItemSlotState.Incorrect;
|
||||
OnIncorrectItemSlotted?.Invoke(itemData, currentlySlottedItemData);
|
||||
}
|
||||
CompleteInteraction(false);
|
||||
}
|
||||
}
|
||||
|
||||
UpdateSlottedSprite();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Public API for slotting items during gameplay.
|
||||
/// Caller is responsible for managing follower's held item state.
|
||||
/// </summary>
|
||||
public void SlotItem(GameObject itemToSlot, PickupItemData itemToSlotData, bool clearFollowerHeldItem = true)
|
||||
public void SlotItem(GameObject itemToSlot, PickupItemData itemToSlotData)
|
||||
{
|
||||
ApplySlottedItemState(itemToSlot, itemToSlotData, triggerEvents: true, clearFollowerHeldItem);
|
||||
ApplySlottedItemState(itemToSlot, itemToSlotData, triggerEvents: true);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
Reference in New Issue
Block a user