public void AddItem(int itemType) { ItemType i = (ItemType)itemType; switch (i) { case ItemType.Weapon: if (WeaponDatabase.Instance.Count >= 0) { int rand = Mathf.FloorToInt(UnityEngine.Random.Range(0, (WeaponDatabase.Instance.Count))); IM.Add <Weapon>(WeaponDatabase.GetItemFromAsset(WeaponDatabase.Instance.GetAtIndex(rand))); } break; case ItemType.Consumable: if (ConsumableDatabase.Instance.Count >= 0) { int rand = Mathf.FloorToInt(UnityEngine.Random.Range(0, (QuestDatabase.Instance.Count))); IM.Add <Consumable>(ConsumableDatabase.GetItemFromAsset(ConsumableDatabase.Instance.GetAtIndex(rand))); } break; case ItemType.Quest: if (QuestDatabase.Instance.Count >= 0) { int rand = Mathf.FloorToInt(UnityEngine.Random.Range(0, (QuestDatabase.Instance.Count - 1))); IM.Add <QuestItem>(QuestDatabase.GetItemFromAsset(QuestDatabase.Instance.GetAtIndex(rand))); } break; } }