using UnityEngine; public class CharacterCreatorItemLoader : MonoBehaviour { public CharacterItem[] eyes; public CharacterItem[] mouths; public CharacterItem[] accessories; public static CharacterCreatorItemLoader instance; private void Awake() { instance = this; } private void Update() { } internal CharacterItem GetItem(int itemID, CharacterItemType itemType) { try { return itemType switch { CharacterItemType.Eyes => eyes[itemID], CharacterItemType.Mouth => mouths[itemID], _ => accessories[itemID], }; } catch { return null; } } internal int GetItemID(CharacterItem newSprite, CharacterItemType itemType) { CharacterItem[] array = null; array = itemType switch { CharacterItemType.Eyes => eyes, CharacterItemType.Mouth => mouths, _ => accessories, }; for (int i = 0; i < array.Length; i++) { if (array[i].sprite == newSprite.sprite) { return i; } } return -1; } public void UpdateItems(CharacterItemType target, CharacterItem[] items) { for (int i = 0; i < items.Length; i++) { items[i].sprite = items[i].GetComponent().sprite; } if (target == CharacterItemType.Eyes) { eyes = items; } if (target == CharacterItemType.Mouth) { mouths = items; } if (target == CharacterItemType.Detail) { accessories = items; } } }