public void Activate() { /* This method sets this pickup to a random effect, makes it active then * spawns it. The position is set in the object so no need pass it. */ active = true; currentEffect = effects[Random.Range(0, effects.Count)]; pickupControl.pickupList.MakeUnavailable(this); SpawnSprite(); }
public DropItem(string InPrefab, IDropDownEffect InDropdownEffect, IPickupEffect InPickupEffect) { this.Prefab = InPrefab; this.DropDownEffect = InDropdownEffect; this.PickupEffect = InPickupEffect; if (!string.IsNullOrEmpty(this.Prefab)) { GameObject original = Singleton <DropItemMgr> .instance.FindPrefabObject(this.Prefab); if (original != null) { this.ItemObject = (GameObject)UnityEngine.Object.Instantiate(original); this.CachedItemTransform = (this.ItemObject == null) ? null : this.ItemObject.transform; } } if (InDropdownEffect != null) { InDropdownEffect.Bind(this); } if (InPickupEffect != null) { InPickupEffect.Bind(this); } }
public DropItem(string InPrefab, IDropDownEffect InDropdownEffect, IPickupEffect InPickupEffect) { this.Prefab = InPrefab; this.DropDownEffect = InDropdownEffect; this.PickupEffect = InPickupEffect; if (!string.IsNullOrEmpty(this.Prefab)) { GameObject gameObject = Singleton <DropItemMgr> .get_instance().FindPrefabObject(this.Prefab); if (gameObject != null) { this.ItemObject = (GameObject)Object.Instantiate(gameObject); this.CachedItemTransform = ((!(this.ItemObject != null)) ? null : this.ItemObject.transform); } } if (InDropdownEffect != null) { InDropdownEffect.Bind(this); } if (InPickupEffect != null) { InPickupEffect.Bind(this); } }
public DropItem CreateItem(string InPrefab, IDropDownEffect InDropdownEffect, IPickupEffect InPickupEffect) { DropItem dropItem = new DropItem(InPrefab, InDropdownEffect, InPickupEffect); this.ActiveItems.Add(dropItem); return(dropItem); }