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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<SpriteRenderer>().sprite;
}
if (target == CharacterItemType.Eyes)
{
eyes = items;
}
if (target == CharacterItemType.Mouth)
{
mouths = items;
}
if (target == CharacterItemType.Detail)
{
accessories = items;
}
}
}
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