/// <summary> /// Use to spawn an item into the game world as if dropped by this player, but only spawns it locally. /// You may notice that the vanilla game's source-code uses Resources.Load to spawn items. You should not use that. /// </summary> /// <param name="pos">The position to spawn the item at. Note that despite being a 2D game, Roguelands uses 3D space. That being said, the z-coordinate should nearly always be 0.</param> /// <param name="item">The item to spawn.</param> /// <param name="isChip">True to drop a chip instead of a normal item.</param> public static ItemScript DropItemLocal(Vector3 pos, Item item, bool isChip = false) { if (!isChip) { int[] st = ConstructIntArrayFromItem(item); ItemScript itemScript = ((GameObject)UnityEngine.Object.Instantiate(Resources.Load("i2"), pos, Quaternion.identity)).GetComponent <ItemScript>(); itemScript.SendMessage("InitL", st); if (ItemRegistry.GetSingleton().HasEntry(item.id) && (ItemRegistry.GetSingleton().GetEntry(item.id).Type & ItemType.EQUIPABLE) == ItemType.EQUIPABLE) { itemScript.back.SetActive(true); } return(itemScript); } else { ItemScript itemScript = ((GameObject)UnityEngine.Object.Instantiate(Resources.Load("i2"), pos, Quaternion.identity)).GetComponent <ItemScript>(); itemScript.SendMessage("ChipL", item.id); return(itemScript); } }
public bool TryDrop(Vector3 pos) { if (CheckValidToDrop == null || CheckValidToDrop(pos)) { if (dropChance <= 0) { return(false); } if (UnityEngine.Random.value <= dropChance) { if (isChip || (ItemRegistry.GetTypeByID(itemToDrop.id) & ItemType.NONSTACKING) == ItemType.NONSTACKING) { if (itemToDrop != null) { itemToDrop.q = 1; } for (int i = 0; i < Mathf.RoundToInt(UnityEngine.Random.value * (maxDropQuantity - minDropQuantity)) + minDropQuantity; i++) { if ((CustomDropBehavior == null || CustomDropBehavior(itemToDrop, pos)) && itemToDrop != null) { GadgetCoreAPI.SpawnItemLocal(pos, itemToDrop, isChip); } } } else { if (itemToDrop != null) { itemToDrop.q = Mathf.RoundToInt(UnityEngine.Random.value * (maxDropQuantity - minDropQuantity)) + minDropQuantity; } if ((CustomDropBehavior == null || CustomDropBehavior(itemToDrop, pos)) && itemToDrop != null) { GadgetCoreAPI.SpawnItemLocal(pos, itemToDrop, isChip); } } return(true); } } return(false); }
/// <summary> /// Constructs a new VanillaItemInfo based upon the given ID. Do not try to call this yourself - use <see cref="Wrap"/> /// </summary> /// <param name="ID">The vanilla ID to be wrapped.</param> /// <param name="WrapForTile">If true, the Tile property should not be set by this constructor, as it will be set later as part of a TileInfo's constructor.</param> protected VanillaItemInfo(int ID, bool WrapForTile) : base(ItemRegistry.GetDefaultTypeByID(ID), GadgetCoreAPI.GetItemName(ID), GadgetCoreAPI.GetItemDesc(ID), GadgetCoreAPI.GetItemMaterial(ID), -1, GadgetCoreAPI.GetTrueGearBaseStats(ID), GadgetCoreAPI.GetWeaponMaterial(ID), ID >= 1000 && ID < 2000 ? GadgetCoreAPI.GetDroidHeadMaterial(ID) : GadgetCoreAPI.GetHeadMaterial(ID), ID >= 1000 && ID < 2000 ? GadgetCoreAPI.GetDroidBodyMaterial(ID) : GadgetCoreAPI.GetBodyMaterial(ID), GadgetCoreAPI.GetArmMaterial(ID)) { this.ID = ID; if ((Type & ItemType.EQUIP_MASK) == (ItemType.WEAPON & ItemType.EQUIP_MASK)) { SetWeaponInfo(ItemRegistry.GetDefaultWeaponScalingByID(ID), GadgetCoreAPI.GetAttackSound(ID), ItemRegistry.GetDefaultCritChanceBonus(ID), ItemRegistry.GetDefaultCritPowerBonus(ID), ID); OnAttack += (script) => { Attacking = true; IEnumerator ie = script.Attack(); Attacking = false; return(ie); }; } else if ((Type & ItemType.USABLE) == ItemType.USABLE) { OnUse += (slot) => { Using = true; InstanceTracker.GameScript.StartCoroutine(InstanceTracker.GameScript.UseItemFinal(slot)); return(false); }; } if (!WrapForTile) { if (TileRegistry.Singleton.HasEntry(ID)) { SetTile(TileRegistry.Singleton.GetEntry(ID)); } else { SetTile(VanillaTileInfo.Wrap(ID, false)); } } }
/// <summary> /// Constructs a new VanillaItemInfo based upon the given ID. Do not try to call this yourself - use <see cref="Wrap"/> /// </summary> /// <param name="ID">The vanilla ID to be wrapped.</param> protected VanillaTileInfo(int ID) : base(TileRegistry.GetDefaultTypeByID(ID), GadgetCoreAPI.GetTileMaterial(ID), TileRegistry.GetDefaultTypeByID(ID) == TileType.INTERACTIVE ? GadgetCoreAPI.GetPlaceableNPCResource(ID) : GadgetCoreAPI.GetPropResource(ID), ItemRegistry.GetSingleton().HasEntry(ID) ? ItemRegistry.GetSingleton().GetEntry(ID) : VanillaItemInfo.WrapForTile(ID, false)) { this.ID = ID; }