Ejemplo n.º 1
0
    void GiveItemToPlayer(Defines.ItemType type, Collider2D col)
    {
        switch (type)
        {
        case Defines.ItemType.Coin:
            col.GetComponent <Char_PlayerCtr>().AddCoin(m_enemyStats.Drop_Coin);
            break;

        case Defines.ItemType.ExpPotion:
            col.GetComponent <Char_PlayerCtr>().AddExp(m_enemyStats.Drop_Exp);
            break;

        case Defines.ItemType.HpPotion:
            InstantiateAndAddItemOnUI(type);
            break;

        case Defines.ItemType.MpPotion:
            InstantiateAndAddItemOnUI(type);
            break;

        case Defines.ItemType.RandomReineforcementScroll:
            InstantiateAndAddItemOnUI(type);
            break;

        case Defines.ItemType.SelectReinforecementScroll:
            InstantiateAndAddItemOnUI(type);
            break;

        case Defines.ItemType.NormalTreasure:
            Managers.UI.GetSceneUI <Inventory_Treasure>().RandomInstantiateTreasureObject();
            break;

        case Defines.ItemType.MonsterTreasure:
            break;
        }
    }
Ejemplo n.º 2
0
    void InstantiateAndAddItemOnUI(Defines.ItemType type)
    {
        GameObject go = Managers.Resources.Instantiate($"{m_prefabsPath}Item_{type}");

        Managers.UI.GetSceneUI <UI_Inventory>().ChkAndAddItemInSlot(go.transform);
    }