Ejemplo n.º 1
0
        public void AddItem(int itemType)
        {
            ItemType i = (ItemType)itemType;

            switch (i)
            {
            case ItemType.Weapon:
                if (WeaponDatabase.Instance.Count >= 0)
                {
                    int rand = Mathf.FloorToInt(UnityEngine.Random.Range(0, (WeaponDatabase.Instance.Count)));
                    IM.Add <Weapon>(WeaponDatabase.GetItemFromAsset(WeaponDatabase.Instance.GetAtIndex(rand)));
                }
                break;

            case ItemType.Consumable:
                if (ConsumableDatabase.Instance.Count >= 0)
                {
                    int rand = Mathf.FloorToInt(UnityEngine.Random.Range(0, (QuestDatabase.Instance.Count)));
                    IM.Add <Consumable>(ConsumableDatabase.GetItemFromAsset(ConsumableDatabase.Instance.GetAtIndex(rand)));
                }
                break;

            case ItemType.Quest:
                if (QuestDatabase.Instance.Count >= 0)
                {
                    int rand = Mathf.FloorToInt(UnityEngine.Random.Range(0, (QuestDatabase.Instance.Count - 1)));
                    IM.Add <QuestItem>(QuestDatabase.GetItemFromAsset(QuestDatabase.Instance.GetAtIndex(rand)));
                }
                break;
            }
        }
Ejemplo n.º 2
0
        void Start()
        {
            if (WeaponDatabase.ContainsAsset(testingItemID))
            {
                item = WeaponDatabase.GetItemFromAsset(WeaponDatabase.GetAsset(testingItemID));
                Debug.Log(item.Name);
                Debug.Log(item.Description);
            }

            if (item != null)
            {
                StringItem(item);
            }
            else
            {
                Debug.Log(string.Format("No item with item id of {0} found", testingItemID));
            }
        }