public override void OnSceneGUI(SceneView _sceneView) { if (!Application.isPlaying) { return; } ItemShield shieldComp = null; var objRefs = (ItemShield[])FindObjectsOfType(typeof(ItemShield)); if (objRefs.Length > 0) { foreach (var obj in objRefs) { if (obj.Data == source) { shieldComp = obj; } } } if (shieldComp) { var shield = shieldComp.spawnedShield; if (shield) { //need to create a new handles matrix space just for the box so we can rotate the "angle"...this space is the new Zero position. Matrix4x4 boxMatrix = Matrix4x4.TRS((Vector2)shield.transform.position + offset, Quaternion.Euler(0, 0, shield.transform.eulerAngles.z), Handles.matrix.lossyScale); using (new Handles.DrawingScope(boxMatrix)) { Handles.DrawWireCube(Vector2.zero, size); } } } }
private Item RandItem(GameObject player) { Item item; int rand = UnityEngine.Random.Range(1, 50); if (rand < 10) { item = new ItemShield(player); } else if (rand < 20) { item = new ItemTime(player); } else if (rand > 40) { item = new ItemNewSlot(player); } else { item = new ItemShield(player); } return(item); }
private void SetStatsForShieldItem(ItemShield itemShield) { AddStat(itemShield.blockChance, StatType.BlockChance); AddStat(itemShield.shieldDefense, StatType.StatUp, "Shield defence"); AddStat(itemShield.magicDefense, StatType.StatUp, "Magic resist"); AddStat(itemShield.requiredLevel, StatType.RequiredLevel); AddStat(itemShield.requiredStrength, StatType.RequiredSkill, "strength"); AddStat(itemShield.requiredDexterity, StatType.RequiredSkill, "dexterity"); AddStat(itemShield.requiredMagic, StatType.RequiredSkill, "magic"); }
public IItemShield AddItemShield(Guid guid, ItemShieldBlueprint blueprint, IContainer container) { if (blueprint == null) { throw new ArgumentNullException(nameof(blueprint)); } IItemShield item = new ItemShield(guid, blueprint, container); _items.Add(item); return(item); }
//----------------------------------------------------------------------------- // Overridden Methods //----------------------------------------------------------------------------- public override void OnInitialize() { base.OnInitialize(); itemShield = (ItemShield)unit.GameControl.Inventory.GetItem("item_shield"); }