Add visual representation of equipped items
This commit is contained in:
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43059e57ca
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039a050647
@ -62,21 +62,6 @@ GameObject:
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m_Component:
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- component: {fileID: 4141975958961490}
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m_Layer: 0
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m_Name: Equipment Interface
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m_TagString: Untagged
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--- !u!1 &1073554920665706
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GameObject:
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@ -365,6 +350,23 @@ GameObject:
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m_Component:
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- component: {fileID: 4603884443367184}
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- component: {fileID: 33816067446785734}
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- component: {fileID: 23947590342960758}
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m_Layer: 0
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m_Name: Hat Mesh
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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@ -429,6 +431,7 @@ GameObject:
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- component: {fileID: 114575501420754388}
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- component: {fileID: 114385213279389382}
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- component: {fileID: 114772626772950132}
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m_Layer: 0
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m_Layer: 0
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m_Name: PC
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m_Name: PC
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m_TagString: Untagged
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m_TagString: Untagged
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@ -588,6 +591,23 @@ GameObject:
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m_PrefabInternal: {fileID: 100100000}
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serializedVersion: 5
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- component: {fileID: 23795875440691066}
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m_Layer: 0
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m_Name: Left Hand
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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--- !u!1 &1467080138821004
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--- !u!1 &1467080138821004
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@ -769,7 +789,7 @@ GameObject:
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- component: {fileID: 33975615408091930}
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- component: {fileID: 33975615408091930}
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- component: {fileID: 23193880740220832}
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- component: {fileID: 23193880740220832}
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m_Layer: 0
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m_Layer: 0
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m_Name: Hat Mesh
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m_Name: Right Hand
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m_TagString: Untagged
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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@ -1418,7 +1438,7 @@ Transform:
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- {fileID: 4236387573765288}
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- {fileID: 4236387573765288}
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m_Father: {fileID: 4883048021777868}
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m_Father: {fileID: 4883048021777868}
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@ -1487,19 +1507,6 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 4586682446228250}
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--- !u!4 &4145297277959534
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@ -2035,7 +2042,6 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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@ -2054,6 +2060,19 @@ Transform:
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 1282435183566290}
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m_LocalPosition: {x: 0, y: 0.125, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 4883048021777868}
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@ -2207,12 +2226,12 @@ Transform:
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 0, y: 0.125, z: 0}
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m_LocalPosition: {x: 0.6, y: -0.30000007, z: 0.6}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 4883048021777868}
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m_Father: {fileID: 4883048021777868}
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--- !u!4 &4783870784903044
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--- !u!4 &4783870784903044
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@ -2372,10 +2391,12 @@ Transform:
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- {fileID: 4243620059187726}
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@ -2470,6 +2491,19 @@ Transform:
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m_LocalPosition: {x: -0.6, y: -0.3, z: 0.6}
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m_Father: {fileID: 4883048021777868}
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--- !u!4 &4967445830105586
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@ -3525,6 +3559,38 @@ MeshRenderer:
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@ -3784,6 +3850,38 @@ MeshRenderer:
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@ -4108,6 +4206,13 @@ MeshFilter:
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@ -4171,6 +4276,13 @@ MeshFilter:
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@ -5105,6 +5217,26 @@ MonoBehaviour:
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--- !u!1 &564954320
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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--- !u!1 &746314094
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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|
69
Assets/Scripts/Controls/EquipmentInterface.cs
Normal file
69
Assets/Scripts/Controls/EquipmentInterface.cs
Normal file
@ -0,0 +1,69 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using Cyber.Entities.SyncBases;
|
||||||
|
using Cyber.Util;
|
||||||
|
using Cyber.Items;
|
||||||
|
|
||||||
|
namespace Cyber.Controls {
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Interface that controls the visible equipment on the characters.
|
||||||
|
/// </summary>
|
||||||
|
public class EquipmentInterface : MonoBehaviour {
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Equipment mesh.
|
||||||
|
/// </summary>
|
||||||
|
[System.Serializable]
|
||||||
|
public struct EquipmentMesh {
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The slot enum of the item.
|
||||||
|
/// </summary>
|
||||||
|
public EquipSlot Slot;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The in-world slot of the item.
|
||||||
|
/// </summary>
|
||||||
|
public MeshFilter Mesh;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The inventory.
|
||||||
|
/// </summary>
|
||||||
|
public Inventory Inventory;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// How many times per second the visual equipment should be updated.
|
||||||
|
/// </summary>
|
||||||
|
public float UpdateFrequency = 1f;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The slots where the equipped items go.
|
||||||
|
/// </summary>
|
||||||
|
public EquipmentMesh[] Slots;
|
||||||
|
|
||||||
|
private float LastUpdateTime = 0;
|
||||||
|
|
||||||
|
private void Update() {
|
||||||
|
if (Time.time - LastUpdateTime >= 1f / UpdateFrequency) {
|
||||||
|
Dictionary<EquipSlot, Item> Equips = Inventory.Equipped.GetEquippedDict();
|
||||||
|
// Empty all slots
|
||||||
|
for (int i = 0; i < Slots.Length; i++) {
|
||||||
|
Slots[i].Mesh.mesh = null;
|
||||||
|
}
|
||||||
|
// Equip all slots
|
||||||
|
foreach (EquipSlot Slot in Equips.Keys) {
|
||||||
|
for (int i = 0; i < Slots.Length; i++) {
|
||||||
|
if (Slots[i].Slot == Slot) {
|
||||||
|
Slots[i].Mesh.mesh = MeshDB.GetMesh(Equips[Slots[i].Slot].ModelID);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
LastUpdateTime = Time.time;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
12
Assets/Scripts/Controls/EquipmentInterface.cs.meta
Normal file
12
Assets/Scripts/Controls/EquipmentInterface.cs.meta
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: bd9edbba64bb2450dab508e94163b0f8
|
||||||
|
timeCreated: 1494789448
|
||||||
|
licenseType: Free
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
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|
executionOrder: 0
|
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|
icon: {instanceID: 0}
|
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|
userData:
|
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|
assetBundleName:
|
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|
assetBundleVariant:
|
@ -95,6 +95,7 @@ namespace Cyber.Controls {
|
|||||||
private List<Transform> ItemGridCells;
|
private List<Transform> ItemGridCells;
|
||||||
private List<MeshFilter> ItemGridCellMeshes;
|
private List<MeshFilter> ItemGridCellMeshes;
|
||||||
private int ItemGridSelectedIndex;
|
private int ItemGridSelectedIndex;
|
||||||
|
private Item SelectedItem = null;
|
||||||
|
|
||||||
private Color IconInventoryColor;
|
private Color IconInventoryColor;
|
||||||
private Color IconStatusColor;
|
private Color IconStatusColor;
|
||||||
@ -136,6 +137,15 @@ namespace Cyber.Controls {
|
|||||||
// Interacting with the item list
|
// Interacting with the item list
|
||||||
CurrentIndex = int.Parse(LookedAt.collider.name.Split(' ')[1]);
|
CurrentIndex = int.Parse(LookedAt.collider.name.Split(' ')[1]);
|
||||||
if (Input.GetButtonDown("Activate")) {
|
if (Input.GetButtonDown("Activate")) {
|
||||||
|
if (ItemGridSelectedIndex == CurrentIndex && SelectedItem != null) {
|
||||||
|
// Selected index was already this => equip (double-clicked)
|
||||||
|
Item Equipped = Inventory.Equipped.GetItem(SelectedItem.Slot);
|
||||||
|
if (Equipped != null && Equipped.ID == SelectedItem.ID) {
|
||||||
|
Inventory.Equipped.ClearSlot(SelectedItem.Slot);
|
||||||
|
} else {
|
||||||
|
Inventory.Equipped.SetSlot(SelectedItem.Slot, SelectedItem);
|
||||||
|
}
|
||||||
|
}
|
||||||
ItemGridSelectedIndex = CurrentIndex;
|
ItemGridSelectedIndex = CurrentIndex;
|
||||||
}
|
}
|
||||||
} else if (Mesh != null) {
|
} else if (Mesh != null) {
|
||||||
@ -206,6 +216,9 @@ namespace Cyber.Controls {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (ItemGridSelectedIndex == i) {
|
if (ItemGridSelectedIndex == i) {
|
||||||
|
// Update the selected item
|
||||||
|
SelectedItem = Item;
|
||||||
|
|
||||||
// Set preview information
|
// Set preview information
|
||||||
SetPreviewMesh(Mesh);
|
SetPreviewMesh(Mesh);
|
||||||
TextTextureProperties NameProps = ItemNameText.TextProperties;
|
TextTextureProperties NameProps = ItemNameText.TextProperties;
|
||||||
@ -229,7 +242,6 @@ namespace Cyber.Controls {
|
|||||||
Vector3.Lerp(ItemGridSelector.position,
|
Vector3.Lerp(ItemGridSelector.position,
|
||||||
ItemGridCells[i].position, 20f * Time.deltaTime);
|
ItemGridCells[i].position, 20f * Time.deltaTime);
|
||||||
}
|
}
|
||||||
//ItemGridSelector.LookAt(Camera.transform);
|
|
||||||
Vector3 NewRot = ItemGridSelector.localEulerAngles;
|
Vector3 NewRot = ItemGridSelector.localEulerAngles;
|
||||||
NewRot.z = 0;
|
NewRot.z = 0;
|
||||||
ItemGridSelector.localEulerAngles = NewRot;
|
ItemGridSelector.localEulerAngles = NewRot;
|
||||||
|
@ -31,19 +31,26 @@ namespace Cyber.Items {
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public float Weight;
|
public float Weight;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The slot in which the item can be equipped to.
|
||||||
|
/// </summary>
|
||||||
|
public EquipSlot Slot;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Creates an item. This should technically be only called by ItemDB, but it's public because of "reasons".
|
/// Creates an item. This should technically be only called by ItemDB, but it's public because of "reasons".
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="id">ID of the item</param>
|
/// <param name="id">ID of the item.</param>
|
||||||
/// <param name="modelId">ModelID of the item, see ModelDB.</param>
|
/// <param name="modelId">ModelID of the item, see ModelDB.</param>
|
||||||
/// <param name="name">The name if the item</param>
|
/// <param name="name">The name if the item.</param>
|
||||||
/// <param name="weight">The Weight of the item</param>
|
/// <param name="weight">The Weight of the item.</param>
|
||||||
|
/// <param name="slot">The equip slot of the item.</param>
|
||||||
/// <param name="description">The description of the item.</param>
|
/// <param name="description">The description of the item.</param>
|
||||||
public Item(int id, int modelId, string name, float weight, string description) {
|
public Item(int id, int modelId, string name, float weight, EquipSlot slot, string description) {
|
||||||
ID = id;
|
ID = id;
|
||||||
ModelID = modelId;
|
ModelID = modelId;
|
||||||
Name = name;
|
Name = name;
|
||||||
Weight = weight;
|
Weight = weight;
|
||||||
|
Slot = slot;
|
||||||
Description = description;
|
Description = description;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -52,8 +59,7 @@ namespace Cyber.Items {
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
/// <returns></returns>
|
/// <returns></returns>
|
||||||
public Item Clone() {
|
public Item Clone() {
|
||||||
return new Item(ID, ModelID, Name, Weight, Description);
|
return new Item(ID, ModelID, Name, Weight, Slot, Description);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -19,8 +19,8 @@ namespace Cyber.Items {
|
|||||||
/// Creates the ItemDB. Should not be externally called. See <see cref="Singleton"/>.
|
/// Creates the ItemDB. Should not be externally called. See <see cref="Singleton"/>.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public ItemDB() {
|
public ItemDB() {
|
||||||
AddItem(new Item(Counter++, 0, "Very Long Item Name", 1.5f, "This item is a rare piece of the \"way too long of a name\" technology, invented by space goblins in ancient times."));
|
AddItem(new Item(Counter++, 0, "Very Long Item Name", 1.5f, EquipSlot.Hat, "This item is a rare piece of the \"way too long of a name\" technology, invented by space goblins in ancient times."));
|
||||||
AddItem(new Item(Counter++, 1, "Outworldly spherical tube", .5f, "It's so spherical and smooth that it seems like it's not even from this world!"));
|
AddItem(new Item(Counter++, 1, "Outworldly spherical tube", .5f, EquipSlot.RightHand, "It's so spherical and smooth that it seems like it's not even from this world!"));
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
Loading…
Reference in New Issue
Block a user