public void AddEquip(int id) { GameObject newEquip; Item equip = itemDB.GetItemByID(id); newEquip = (GameObject)Instantiate(equip.UIPrefab, transform); newEquip.transform.parent = transform; newEquip.transform.localScale = new Vector3(1.0f, 1.0f); }
public void AddToGrid(int id, int amount = 1) { Item item = itemDB.GetItemByID(id); switch (item.Category) { case Item.ItemCategory.EQUIPMENT: equipGrid.AddToGrid(item.UIPrefab, amount); break; case Item.ItemCategory.USE: useGrid.AddToGrid(item.UIPrefab, amount); break; case Item.ItemCategory.ETC: etcGrid.AddToGrid(item.UIPrefab, amount); break; } }
public void DropItems(Vector2 position) { ItemDB db = GameObject.FindGameObjectWithTag("GameController").GetComponent <ItemDB>(); foreach (int i in itemIds) { GameObject item = (GameObject)Instantiate(db.GetItemByID(i).DropPrefab, position, Quaternion.identity); float randomXForce = Random.Range(-2.5f, 2.5f); //Max them seem like they kind of burst out of the enemy item.GetComponent <PhysicsObject>().AddForce(new Vector2(randomXForce, 3.0f) * Time.deltaTime); } }
public void OnPointerDown(PointerEventData data) { clicks++; clicked = true; if (clicks >= 2) { clicks = 0; seconds = 0; clicked = false; db.GetItemByID(item.itemID).Action(); } }
// Update is called once per frame void Update() { //If you press the button associated with the hotkey slot if (Input.GetKeyDown(keyPress)) { int id = hotkey.id; //Get the id of the item or skill the player is going to use if (id != -1) //If there's actually something in the hotkey slot { if (hotkey.hotkeyType.Equals(Hotkey.HotkeyType.ITEM)) //If it's an item { UsableItem item = (UsableItem)itemDB.GetItemByID(id); //Get the actual item item.Action(); //Perform the action associated with the item } else //If it's a skill { Skill skill = (Skill)skillDB.GetSkillByID(id); //Get the actual skill skill.UseSkill(); //Use the skill } } } }
public Weapon GetWeapon() { return((Weapon)itemDB.GetItemByID(equips["Weapon"])); }