private void PopulateDrop(TypeDrop actualDrop) { switch (actualDrop) { case TypeDrop.Gold: { StatsManager.Instance.AddGold(CostDrop()); break; } case TypeDrop.Weapon: { InfoWeapon iw = new InfoWeapon(); iw.SetValues("Weapon", (float)RarityStats(), false, WeaponType.SimpleSword, WeaponEffect(), actualRarityDrop, 1f, CostDrop(), "/Weapons/" + IconNameWeapon()); if (InventoryManager.Instance.AvailableWeaponSpace > 0) { InventoryManager.Instance.AddToInventory(iw); } else { StatsManager.Instance.AddGold(iw.SellValue); } break; } case TypeDrop.Armor: { InfoArmor ia = new InfoArmor(); EquippedInSlot slot = SlotArmor(); Stats stats = ArmorStats(); ia.SetValues("Armadura", false, slot, CostDrop(), "Some description randomly to be implemented", stats, "/Armors/" + slot.ToString() + "/" + IconNameArmor(slot)); if (InventoryManager.Instance.AvailableArmorSpace > 0) { InventoryManager.Instance.AddToInventory(ia); } else { StatsManager.Instance.AddGold(ia.SellValue); } break; } case TypeDrop.Item: { InfoItem ii = new InfoItem(); ii.SetValues("Item", TypeItem.Other, "Some description randomly generated", ConsumeEffect.None, CostDrop(), 1, "/Items/" + IconNameItem()); if (InventoryManager.Instance.AvailableItemSpace > 0) { InventoryManager.Instance.AddToInventory(ii); } else { StatsManager.Instance.AddGold(ii.SellValue); } break; } } }
public void GiveRewards(int levelPlayer, int levelDungeon) { EstablishPercentsForItems(levelDungeon, levelPlayer); for (int i = 0; i < GetQuantityItems(); i++) { SetQualityItem(); TypeDrop drop_i = TypeItemToGive(); PopulateDrop(drop_i); } }
public void Create() { string name = NameInput.GetComponent <InputField> ().text; List <Dropdown.OptionData> types = TypeDrop.GetComponent <Dropdown> ().options; string type = types [TypeDrop.GetComponent <Dropdown> ().value].text; List <Dropdown.OptionData> races = RaceDrop.GetComponent <Dropdown> ().options; string race = races [RaceDrop.GetComponent <Dropdown> ().value].text; GameObject tp_player = GameObject.FindGameObjectWithTag("Player"); int id = tp_player.GetComponent <Player> ().PlayerID; string[] content = new string[] { "('" + id + "','" + name + "','3','" + race + "','" + type + "','" + Att_HP + "','" + Att_HP + "','16','1/1/1/1','0','" + Str + "','" + Con + "','" + Dex + "','" + Int + "','" + Luck + "','0/0/0/0/0/0/0/0/0/0','0/0/0/0/0/0/0/0')" }; print(content [0]); RaiseEventOptions opt = new RaiseEventOptions(); opt.Receivers = ReceiverGroup.MasterClient; PhotonNetwork.RaiseEvent(16, content, false, opt); }
//Used on the slotmachine this is why the drop is predefined. public void DropItemDirectly(int levelPlayer, TypeDrop drop) { SetQualityItem(); _levelPlayer = levelPlayer; PopulateDrop(drop); }
public DragAndDropWindow(TypeDrop typeDrop) { _typeDrop = typeDrop; }