Example #1
0
    public void Spawn(bool directionLeft, Type type)
    {
        int   chance;
        float dropDirection;

        for (int i = 0; i < allDrops.GetComponent <LootTable>().lootTable.Length; ++i)
        {
            if (directionLeft)
            {
                dropDirection = UnityEngine.Random.Range(-3.0f, -1.0f);
            }
            else
            {
                dropDirection = UnityEngine.Random.Range(1.0f, 3.0f);
            }
            chance = UnityEngine.Random.Range(0, 100);
            if (chance < allDrops.GetComponent <LootTable>().lootTable[i].DropChance)
            {
                spawnObject = Instantiate(allDrops.GetComponent <LootTable>().lootTable[i].Item.Object2D, this.transform.position, Quaternion.identity, transform.parent);
                spawnObject.GetComponent <SpriteRenderer>().sprite = allDrops.GetComponent <LootTable>().lootTable[i].Item.icon;
                spawnObject.GetComponent <PickUp>().item           = allDrops.GetComponent <LootTable>().lootTable[i].Item;
                spawnObject.GetComponent <Rigidbody2D>().velocity  = new Vector2(dropDirection, 2.0f);
            }
        }
        for (int i = 0; i < allDrops.GetComponent <LootTable>().essence.Length; ++i)
        {
            if (directionLeft)
            {
                dropDirection = UnityEngine.Random.Range(-3.0f, -1.0f);
            }
            else
            {
                dropDirection = UnityEngine.Random.Range(1.0f, 3.0f);
            }

            spawnObject = Instantiate(allDrops.GetComponent <LootTable>().essence[i], this.transform.position, Quaternion.identity, transform.parent);
            spawnObject.GetComponent <Rigidbody2D>().velocity = new Vector2(dropDirection, 2.0f);
        }

        if (plr.GetEnemyKillCount(type) == 0)
        {
            for (int i = 0; i < allDrops.GetComponent <LootTable>().rune.Length; i++)
            {
                if (directionLeft)
                {
                    dropDirection = UnityEngine.Random.Range(-3.0f, -1.0f);
                }
                else
                {
                    dropDirection = UnityEngine.Random.Range(1.0f, 3.0f);
                }

                spawnObject = Instantiate(allDrops.GetComponent <LootTable>().rune[i], this.transform.position, Quaternion.identity, transform.parent);
                spawnObject.GetComponent <Rigidbody2D>().velocity = new Vector2(dropDirection, 2.0f);
            }
        }
    }