void DebugGen() { for (int i = 0; i < transform.childCount; i++) { Destroy(transform.GetChild(i).gameObject); } //Instantiate(dm.prefabArray[Random.Range(0, dm.prefabArray.Length)]); //GameObject go = Instantiate(dm.prefabArray[0], transform); ////yeah there's a better way to do this //go.GetComponent<IItem>().RollStats(new RollInfo(BaseRoller.RollInitiative(100))); BaseRoller.InstantiateRandomItem(100, transform.position, transform.rotation, transform); }
void OnTriggerEnter(Collider other) { if (other.tag == "Player") { gg = other; go = BaseRoller.InstantiateItem(roll, other.transform.position, other.transform.rotation, other.transform.GetChild(0)).GetComponent <Item>(); go.gameObject.SetActive(false); GameObject dg = Instantiate(slot, pending.position, pending.rotation, pending); dg.name = "Slot"; GameObject item = Instantiate(PrefabHolder.staticIconArray[roll.prefabID].icon, dg.transform.position, dg.transform.rotation, dg.transform); item.tag = Constants.Tag_UI_Item; Instantiate(PrefabHolder.staticTierArray[(int)go.Rarity], item.transform.position, item.transform.rotation).transform.SetParent(item.transform); DragContainer dragContainer = dg.GetComponentInChildren <DragContainer>(); dragContainer.Item = go; Destroy(gameObject); } }
void Start() { spawn = Instantiate(item, transform.position, transform.rotation, null); spawn.GetComponent <PickupItem>().roll = BaseRoller.RollItem(100); }