コード例 #1
0
ファイル: Pickup.cs プロジェクト: WindySilver/ProjectMoonshot
        private void DropItem(Item item)
        {
            GameObject prefab   = item.OverridePrefab != null ? item.OverridePrefab : item.Prefab;
            float      angle    = Random.Range(0f, 360f);
            float      x        = (float)(InventoryManager.DefaultSettings.maxDropDistance * Mathf.Cos(angle * Mathf.PI / 180f)) + gameObject.transform.position.x;
            float      z        = (float)(InventoryManager.DefaultSettings.maxDropDistance * Mathf.Sin(angle * Mathf.PI / 180f)) + gameObject.transform.position.z;
            Vector3    position = new Vector3(x, 1f, z);

            GameObject     go         = InventoryManager.Instantiate(prefab, position, Random.rotation);
            ItemCollection collection = go.GetComponent <ItemCollection>();

            if (collection != null)
            {
                collection.Clear();
                collection.Add(item);
            }
        }
コード例 #2
0
        //Try to drop the item to ground
        private void DropItem()
        {
            if (Container.IsLocked)
            {
                InventoryManager.Notifications.inUse.Show();
                return;
            }

            if (ObservedItem.IsInCooldown)
            {
                return;
            }

            //Get the item to drop
            Item item = dragObject != null ? dragObject.item : ObservedItem;

            //Check if the item is droppable
            if (item != null && item.IsDroppable)
            {
                //Get item prefab
                GameObject prefab = item.OverridePrefab != null ? item.OverridePrefab : item.Prefab;
                RaycastHit hit;
                Vector3    position = Vector3.zero;
                Vector3    forward  = Vector3.zero;
                if (InventoryManager.current.PlayerInfo.transform != null)
                {
                    position = InventoryManager.current.PlayerInfo.transform.position;
                    forward  = InventoryManager.current.PlayerInfo.transform.forward;
                }

                //Cast a ray from mouse postion to ground
                if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit) && !UnityTools.IsPointerOverUI())
                {
                    //Clamp the drop distance to max drop distance defined in setting.
                    Vector3 worldPos = hit.point;
                    Vector3 diff     = worldPos - position;
                    float   distance = diff.magnitude;
                    //if player is null this does not work!
                    if (distance > (InventoryManager.DefaultSettings.maxDropDistance - (transform.localScale.x / 2)))
                    {
                        position = position + (diff / distance) * InventoryManager.DefaultSettings.maxDropDistance;
                    }
                    else
                    {
                        position = worldPos;
                    }
                }
                else
                {
                    position = position + forward;
                }

                //Instantiate the prefab at position
                GameObject go = InventoryManager.Instantiate(prefab, position + Vector3.up * 0.3f, Quaternion.identity);
                go.name = go.name.Replace("(Clone)", "");
                //Reset the item collection of the prefab with this item
                ItemCollection collection = go.GetComponent <ItemCollection>();
                if (collection != null)
                {
                    collection.Clear();
                    collection.Add(item);
                }
                PlaceItem placeItem = go.GetComponentInChildren <PlaceItem>(true);
                if (placeItem != null)
                {
                    placeItem.enabled = true;
                }

                ItemContainer.RemoveItemCompletely(item);
                Container.NotifyDropItem(item, go);
            }
        }