private void OnKilledAllEnemies() { var equipmentType = (EquipmentType)UnityEngine.Random.Range(0, 2); Sprite sprite; ScriptableEquipment newItem = null; switch (equipmentType) { case EquipmentType.Helmet: sprite = _possibleHats[UnityEngine.Random.Range(0, _possibleHats.Length)]; _hat.value.Graphics = sprite; _hat.value.ExtraHealth += Mathf.FloorToInt(UnityEngine.Random.Range(RandomRangeNewEquipment.x, RandomRangeNewEquipment.y)); newItem = _hat; break; case EquipmentType.Weapon: sprite = _possibleWeapons[UnityEngine.Random.Range(0, _possibleWeapons.Length)]; _weapon.value.Graphics = sprite; _weapon.value.ExtraDamage += Mathf.FloorToInt(UnityEngine.Random.Range(RandomRangeNewEquipment.x, RandomRangeNewEquipment.y));; newItem = _weapon; break; default: break; } newItem.value.Tint = UnityEngine.Random.ColorHSV(0, 1, 0.5f, 1, 0.7f, 1); OnCreatedNewItem?.Invoke(newItem); }
private void OnCreatedNewItem(ScriptableEquipment newItem) { Item.sprite = newItem.value.Graphics; Item.color = newItem.value.Tint; }