Example #1
0
    public void ForceSpawnMoney(Vector2Int spawnLoc, int amount)
    {
        GameObject   moneyObj           = ItemSpawner.SpawnMoney(spawnLoc);
        DroppedMoney newMoneyBloodMoney = moneyObj.GetComponent <DroppedMoney>();

        newMoneyBloodMoney.Initialize(amount); // Set how much this is worth
        newMoneyBloodMoney.xPos = spawnLoc.x;
        newMoneyBloodMoney.zPos = spawnLoc.y;
        map[spawnLoc.x, spawnLoc.y].SetItemOnTile(newMoneyBloodMoney);
    }
Example #2
0
    private void SpawnMoneyAt(int x, int z)
    {
        GameObject   moneyObj           = ItemSpawner.SpawnMoney(new Vector2Int(x, z));
        DroppedMoney newMoneyBloodMoney = moneyObj.GetComponent <DroppedMoney>();
        int          amount             = SeededRandom.Range(10, 20); // Technically, the amount of money can change if you swap floors. Hopefully nobody notices.

        newMoneyBloodMoney.Initialize(amount);                        // Set how much this is worth

        newMoneyBloodMoney.xPos = x;
        newMoneyBloodMoney.zPos = z;

        map[x, z].SetItemOnTile(newMoneyBloodMoney);
    }
Example #3
0
    //Instantiates money and tries to place it. Might not actually get the input spot if the input spot is taken.
    public void SpawnMoneyOnTile(Vector2Int spawnLoc, int amount)
    {
        Vector2Int adjustedSpawnLoc = CurrentFloor.FindSpotForItem(spawnLoc, 2); // It might bounce.

        if (adjustedSpawnLoc.x == -1 && adjustedSpawnLoc.y == -1)
        {
            return; // money was lost to the void.
        }
        GameObject   moneyObj           = ItemSpawner.SpawnMoney(adjustedSpawnLoc);
        DroppedMoney newMoneyBloodMoney = moneyObj.GetComponent <DroppedMoney>();

        newMoneyBloodMoney.Initialize(amount); // Set how much this is worth
        newMoneyBloodMoney.xPos = spawnLoc.x;
        newMoneyBloodMoney.zPos = spawnLoc.y;
        map[adjustedSpawnLoc.x, adjustedSpawnLoc.y].SetItemOnTile(newMoneyBloodMoney);
    }