//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); //} }