public Tds_Items GetItems(ItemName vCurName) { Tds_Items vItemFound = null; foreach (Tds_Items vCurItem in vGameManager.vItemsList) { if (vCurItem.vItemName == vCurName) { vItemFound = CopyItem(vCurItem); } } return(vItemFound); }
//make a TRUE copy of this weapon to be used public Tds_Items CopyItem(Tds_Items vOld) { //copy everything for the weapon Tds_Items vNew = new Tds_Items(); vNew.vItemName = vOld.vItemName; vNew.vName = vOld.vName; vNew.GiveWeapon = vOld.GiveWeapon; vNew.ItemIcon = vOld.ItemIcon; vNew.vWeaponName = vOld.vWeaponName; vNew.Usable = vOld.Usable; vNew.vAmmoType = vOld.vAmmoType; vNew.vDmgType = vOld.vDmgType; //return new tds_weapons return(vNew); }
public void TileDie() { foreach (ItemName vCurItem in vItemList) { Tds_Items vNewItem = GetItems(vCurItem); //make sure the fabrik item obj exist if (vGameManager.vItemObj != null) { //create the empty item obj GameObject vNewItemObj = Instantiate(vGameManager.vItemObj); vNewItemObj.transform.position = vRenderer.bounds.center; vNewItemObj.transform.parent = vGameManager.vWorldObj.transform; //then modify every component to match the new items vNewItemObj.GetComponent <SpriteRenderer>().sprite = vNewItem.ItemIcon; if (vNewItem.Usable) { //send the items for the instantied obj vNewItemObj.GetComponent <Tds_Loot>().InitialiseLoot(vNewItem, vGameManager); } else { vNewItemObj.GetComponent <Tds_Loot>().enabled = false; //trash item on ground doesn't need tds_loot } } } //spawn the debris on the target location foreach (GameObject vDebris in vDebrisList) { //create the empty item obj GameObject vNewDebrisobj = Instantiate(vDebris); vNewDebrisobj.transform.position = transform.position; } GameObject.Destroy(this.gameObject); }
//loot has the complete list for showing the right result on it's own public void InitialiseLoot(Tds_Items vNewItem, Tds_GameManager vTGameManager) { vGameManager = vTGameManager; //get the items vItems = vNewItem; //show or hide info about weapons vDmgLabel = transform.Find("DmgLabel"); vDmgValue = transform.Find("DmgValue"); vAmmoLabel = transform.Find("AmmoLabel"); vAmmoValue = transform.Find("AmmoValue"); vPanel = transform.Find("Panel"); vNameValue = transform.Find("Name"); //item name vNameValue.GetComponent <Text>().text = vNewItem.vName; //potions infos here //check if it's a weapon or a potion if (vNewItem.GiveWeapon) { //item name vDmgValue.GetComponent <Image>().sprite = GetAssocValue(vNewItem.vDmgType); vAmmoValue.GetComponent <Image>().sprite = GetAssocValue(vNewItem.vAmmoType); } //disable everything by default vDmgLabel.gameObject.SetActive(false); vDmgValue.gameObject.SetActive(false); vAmmoLabel.gameObject.SetActive(false); vAmmoValue.gameObject.SetActive(false); vPanel.gameObject.SetActive(false); vNameValue.gameObject.SetActive(false); //doens't show the item at first ShowItem = false; }