Exemple #1
0
        public void DropItems()
        {
            //Calculate and drop possible items.
            if (this.possibleItems.Length == 0)
            {
                goto dropDefiniteItems;
            }
            int itemChance = Random.Range(0, maxPossibleChance);
            List <GroundedItem> possibleItems = new List <GroundedItem>();

            foreach (GroundedItem item in this.possibleItems)
            {
                if (item.DropChance > itemChance)
                {
                    possibleItems.Add(item);
                }
            }

            int possibleItemCount = Random.Range(minPossibleItemsCount, maxPossibleItemsCount);

            for (int i = 0; i < possibleItemCount; i++)
            {
                GroundedItem randomPossibleItem = possibleItems[Random.Range(0, possibleItems.Count)];
                Instantiate(randomPossibleItem, transformCache.position, randomPossibleItem.TransformCache.rotation);
            }

dropDefiniteItems:
            //Drop definite items.
            if (definiteItems.Length == 0)
            {
                return;
            }
            int definiteItemCount = Random.Range(minDefiniteItemsCount, maxDefiniteItemsCount);

            for (int i = 0; i < definiteItemCount; i++)
            {
                GroundedItem randomDefiniteItem = definiteItems[Random.Range(0, definiteItems.Length)];
                Instantiate(randomDefiniteItem, transformCache.position, randomDefiniteItem.TransformCache.rotation);
            }
        }
        private void OnCollisionEnter(Collision collision)
        {
            if (collision.gameObject.CompareTag("WinItem"))
            {
                PlayerCarriedItemController.CarriedItemCollected = true;
                Destroy(collision.gameObject);
                return;
            }

            GroundedItem groundedItem = collision.gameObject.GetComponent <GroundedItem>();

            if (groundedItem != null)
            {
                if (groundedItem.ItemData.type == 0) // If collected item is a weapon
                {
                    playerInventoryManager.AddWeapon(ItemConverter.ToInventoryWeapon(groundedItem));
                }
                else
                {
                    playerInventoryManager.AddItem(ItemConverter.ToInventoryItem(groundedItem, true));
                }
            }
        }