Esempio n. 1
0
    //Weight m_BossItems = new Weight();
    //Dictionary<GameObject, Item> ActiveItems = new Dictionary<GameObject, Item>();

    // Start is called before the first frame update
    void Start()
    {
        GameObject EmptyItem = new GameObject();

        //ItemObjBase itemObjBase = EmptyItem.GetComponent<ItemObjBase>();
        //itemObjBase.GetSetItemName = "No Items";
        //itemObjBase.m_ItemType = ItemType.NOTHING;



        //  float EmptyItemChance = 0;
        for (int i = 0; i < m_NormalItemList.Count; ++i)
        {
            m_NormalItems.AddEntry(m_NormalItemList[i].gameObject, m_NormalItemList[i].GetSetItemChance);
            //  EmptyItemChance += m_NormalItemList[i].GetSetItemChance;
        }

        //for (int i = 0; i < m_NormalItems.entries.Count; ++i)
        //{
        //    Debug.Log(m_NormalItems.entries[i].accumulatedWeight);

        //}

        // Set the chance of receiving no items as half of the total accumulated chance to have an item
        //itemObjBase.GetSetItemChance = (EmptyItemChance / 2);
        // Add the empty item into the item list
        // m_NormalItems.AddEntry(EmptyItem, itemObjBase.GetSetItemChance);

        // No empty items for bosses as boss will always drop an item
        //for (int i = 0; i < m_BossItemlist.Count; ++i)
        //{
        //    m_BossItems.AddEntry(m_BossItemlist[i].gameObject, m_BossItemlist[i].GetSetItemChance);
        //}
    }