public void Load(InventoryData inventoryData) { foreach (WeaponData weapon in inventoryData.weaponDataList) { BaseWeapon newWeapon; switch (weapon.weaponType) { case 0: newWeapon = new Weapon_Sword(); break; case 1: newWeapon = new Weapon_Fists(); break; case 2: newWeapon = new Weapon_Axe(); break; case 3: newWeapon = new Weapon_Polearm(); break; case 4: newWeapon = new Weapon_Bow(); break; case 5: newWeapon = new Weapon_Longsword(); break; case 6: newWeapon = new Item_Shield(); break; default: newWeapon = new Weapon_Fists(); break; } newWeapon.Load(weapon); AddItem(newWeapon); } foreach (ArmorData armor in inventoryData.armorDataList) { BaseArmor newArmor = new BaseArmor(); newArmor.Load(armor); AddItem(newArmor); } }
private BaseItem CreateLoot(Quest quest) { BaseWeapon rewardItem; int rewardValue = Random.Range(1, 3) * quest.GetDifficulty(); switch (Random.Range(0, 6)) { case 0: rewardItem = new Weapon_Sword(); rewardItem.SetBaseScore(rewardValue); break; case 1: rewardItem = new Weapon_Sword(); rewardItem.SetBaseScore(rewardValue); break; case 2: rewardItem = new Weapon_Axe(); rewardItem.SetBaseScore(rewardValue); break; case 3: rewardItem = new Weapon_Polearm(); rewardItem.SetBaseScore(rewardValue); break; case 4: rewardItem = new Weapon_Bow(); rewardItem.SetBaseScore(rewardValue); break; case 5: rewardItem = new Weapon_Longsword(); rewardItem.SetBaseScore(rewardValue); break; case 6: rewardItem = new Item_Shield(); rewardItem.SetBaseScore(rewardValue); break; default: rewardItem = new Weapon_Sword(); rewardItem.SetBaseScore(rewardValue); break; } Debug.Log("Quest Reward Made"); return(rewardItem); }