Example #1
0
    public void Use(int id)
    {
        if (ItemDatabase.instance.Items[id].itemType == ItemDatabase.ItemType.Food)
        {
            switch (id)
            {
            case 9:
                gobject.CmdsetHPHeal(10, gobject.MAXHP * 0.1f);
                break;

            case 10:
                gobject.CmdsetHPHeal(10, gobject.MAXHP * 0.3f);
                break;

            case 11:
                gobject.CmdsetHPHeal(10, gobject.MAXHP * 0.5f);
                break;

            case 12:
                gobject.CmdsetHPHeal(10, gobject.MAXHP * 0.8f);
                break;

            default:
                return;
            }
            //EFFECT
            //PLAYER BODY AND LOCAL SCREEN
        }
        if (ItemDatabase.instance.Items[id].itemType == ItemDatabase.ItemType.RepairMaterial)
        {
            RaycastHit hitinfo;
            if (Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out hitinfo))
            {
                GameObject ob = Instantiate(GameMng.instance.gBarrier, hitinfo.point, Quaternion.identity);
                ob.transform.LookAt(GetComponent <Player>().transform);
                ob.transform.localEulerAngles = new Vector3(0, ob.transform.localEulerAngles.y, ob.transform.localEulerAngles.z);
                NetworkServer.Spawn(ob);
                StartCoroutine(setNewBarrierRoutine(ob, id - 13));
            }
        }
        WeaponOn(-1);
        animator.SetLayerWeight(0, 0);
        animator.SetLayerWeight(1, 1);
        if (ItemDatabase.instance.Items[id].itemType == ItemDatabase.ItemType.Weapon)
        {
            switch (id)
            {
            case 1:
            case 4:
                animator.SetLayerWeight(0, 0);
                animator.SetLayerWeight(1, 1);
                WeaponOn(0);
                break;

            case 2:
            case 3:
                animator.SetLayerWeight(0, 1);
                animator.SetLayerWeight(1, 0);
                WeaponOn(1);
                break;

            default:
                return;
            }
        }
    }