public void OnPlayerMovement(DIRECTION _direction) { AboveTileObject weapon = m_PlayerReference.GetTileReference().Contains <WeaponPickable>(); if (weapon != null) { WeaponPickable pickable = weapon.GetComponent <WeaponPickable>(); Equip(pickable.GetName()); pickable.DestroyThis(); } }
void InstantiateWeapon(Tile _tile, string _weaponType) { WeaponPickable test_weapon = (Object.Instantiate(Library.instance.GetPrefab("WeaponPickable"))).GetComponent <WeaponPickable>(); test_weapon.SetTileReference(_tile); test_weapon.SetWeaponType(_weaponType); _tile.AddToTile(test_weapon); Vector3 position = _tile.transform.position; test_weapon.transform.position = new Vector3(position.x, position.y + 0.5f, position.z - 0.1f); }
// Destroy all attached information, create a model public GameObject ThrowWeapon(int index) { GameObject weaponInstance = weaponBag[index]; GameObject pickable = Instantiate <GameObject>(pickablePrefab); WeaponPickable weaponPickable = pickable.GetComponent <WeaponPickable>(); weaponPickable.needInstantiation = false; weaponPickable.weaponPrefab = weaponInstance; BaseWeapon weaponData = weaponInstance.GetComponent <BaseWeapon>(); weaponData.owner = null; weaponInstance.transform.SetParent(pickable.transform); RemoveWeapon(index); weaponCurrent = (int)Mathf.Clamp(weaponCurrent, 0, weaponBag.Count - 1); PrintList(); EquipWeapon(weaponCurrent); return(pickable); }