/// <summary> /// Gets the object that should be spawned /// </summary> /// <returns></returns> protected virtual GameObject GetObject() { _objectToSpawn = null; switch (LootMode) { case LootModes.Unique: _objectToSpawn = GameObjectToLoot; break; case LootModes.LootTableScriptableObject: if (LootTableSO == null) { _objectToSpawn = null; break; } _objectToSpawn = LootTableSO.GetLoot(); break; case LootModes.LootTable: _objectToSpawn = LootTable.GetLoot()?.Loot; break; } return(_objectToSpawn); }
/// returns an object from the loot table public virtual GameObject GetLoot() { return(LootTable.GetLoot()?.Loot); }