public void DropItems()
 {
     if (lootTable.Count != chancesTable.Count)
     {
         Debug.LogError("Loot table on enemy: " + enemyTransform.name + " is not set up correctly.");
         return;
     }
     for (int i = 0; i < lootTable.Count; i++)
     {
         float rng = Random.Range(0f, 1f);
         if (rng < chancesTable[i])
         {
             //roll mods
             AItemMod tempItemMod = RollItemMods();
             //drop the item
             DropItem(lootTable[i], tempItemMod);
         }
     }
 }
Beispiel #2
0
    public void SetItemContent(AItem item, AItemMod itemMod)
    {
        baseItemContent = item;
        itemModContent  = itemMod;
        nameText.text   = item.ItemName;
        valueText.text  = item.ItemValue.ToString();
        typeText.text   = item.GetItemTypeString();

        //roll for uncommon or rare version of the item, and construct it with according random values.
        //RollItemMods();

        if (itemModContent != null)
        {
            nameText.text += " of the " + itemModContent.SuffixString;
            fullItemName   = nameText.text;
            nameText.color = itemMod.GetRarityColor();
        }
        else
        {
            fullItemName = BaseItemContent.ItemName;
        }
    }
 private void DropItem(AItem itemBase, AItemMod itemMod)
 {
     InventoryUI.instance.DropItem(itemBase, itemMod, enemyTransform.position);
 }