private void PickUpMunition(GameObject munitionGameObject) { // add the element, that was picked up to the "inventory" Munition munition = munitionGameObject.GetComponent <Munition>(); _inventory.AddToInventory(munition); Destroy(munitionGameObject); }
public void SetElementColor(GameObject munitionGameObject) { SpriteRenderer spriteRenderer = munitionGameObject.GetComponentsInChildren <SpriteRenderer>().FirstOrDefault(g => g.tag == "MunitionBackground"); Munition munition = munitionGameObject.GetComponent <Munition>(); if (spriteRenderer != null) { spriteRenderer.material = GameManager.Instance.Elements[munition.elementId].ElementMaterial; } }
private void SpawnMunition() { GameObject munitionObject = Instantiate(MunitionPrefab, transform, false); Munition munition = munitionObject.GetComponent <Munition>(); munition.elementId = RandomizeElement(); SetElementColor(munitionObject); SpawnedMunitions.Add(munition); munitionObject.transform.localPosition = RandomizeCoordinates(); }
public void AddToInventory(Munition munition) { Inventory[munition.elementId] += munition.capacity; Toolbar.Instance.UpdateIndex(munition.elementId, Inventory[munition.elementId]); }