public void AddItem() { idCounter++; int itemtype = UnityEngine.Random.Range(0, Enum.GetValues(typeof(WearSlot)).Length + 1); mods = new List <StatModifier>(); switch (itemtype) { case 0: // Body ws = WearSlot.Body; icon = "armor_14"; break; case 1: // Boots ws = WearSlot.Boots; icon = "boots_7"; break; case 2: // Gloves ws = WearSlot.Gloves; icon = "gloves_18"; break; case 3: // Head ws = WearSlot.Head; icon = "helmets_19"; break; case 4: // Neck ws = WearSlot.Neck; icon = "necklace_2"; break; case 5: // Ring ws = WearSlot.Ring; icon = "rings_6"; break; case 6: // Mainhand ws = WearSlot.Mainhand; icon = "swords_10_b"; break; case 7: // Offhand ws = WearSlot.Offhand; icon = "dagger_13_b"; break; case 8: // Shield ws = WearSlot.Offhand; icon = "sh_b_01"; break; } for (int i = 0; i < 3; i++) { mods.Add(RandMod()); } Inventory.instance.Add(new Equipment(idCounter, "test Item", icon, ws, mods)); }
public Equipment(int id, string name, string imagePath, WearSlot wearSlot, List <StatModifier> mods) : base(id, name, imagePath) { icon = Resources.Load <Sprite>(imagePath); this.wearSlot = wearSlot; this.mods = mods; }