private void UseItem(Base.Item item) { switch (item.Type) { case Items.PotionBlue: // TODO: Flash character red when the potion is used instead of drawing out the heart fill Inventory.RemoveItem(new Base.Item { Type = item.Type, Amount = 1 }); break; } }
public static Item Spawn(Vector3 position, Base.Item config, Transform parent) { RectTransform transform = Instantiate(Manager.Game.Graphics.Item); transform.SetParent(parent); // TODO: There's some sort of pivoting issue with items, so we need to adjust them by doing this // I'm not sure why this isn't an issue with the Tiles... it might have to do with the fact that we // set a CenterPosition on them... I forget why I had to do that transform.localPosition = position; transform.rotation = Quaternion.identity; Item itemWorld = transform.GetComponent <Item>(); itemWorld.SetItem(config); return(itemWorld); }
public void SetItem(Base.Item item) { BaseItem = item; Sprite sprite = item.GetSprite(); if (sprite != null) { Renderer.sprite = sprite; if (sprite != null) { Transform.name = sprite.name; } // If we have a Heart or Triforce, we need to make it blink, so let's add the blink component if (item.Type == Items.Heart || item.Type == Items.TriforceShard) { Animation.Blink blinkAnimation = gameObject.AddComponent <Animation.Blink>(); blinkAnimation.Initialize(Manager.Game.Graphics.GetAnimations(item.Type)); } } }
public void SetSword(Base.Item item) { SwordType = item.Type; Damage = SwordType.GetAttribute <DamageAttribute>(); }