public void OnRefill()
    {
        inventory.Clear();

        int resCount = 0;

        foreach (UCE_HarvestingHarvestItems harvestItem in harvestItems)
        {
            if (UnityEngine.Random.value <= harvestItem.probability)
            {
                int amount = (UnityEngine.Random.Range(harvestItem.minAmount, harvestItem.maxAmount));
                for (int i = 1; i <= amount; i++)
                {
                    inventory.Add(new ItemSlot(new Item(harvestItem.template)));
                }
                resCount += amount;

                if (resCount >= currentResources)
                {
                    break;
                }
            }
        }

        currentResources -= resCount;
    }
Exemplo n.º 2
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    private void OnRefill()
    {
        inventory.Clear();

        gold  = Random.Range(lootGoldMin, lootGoldMax);
        coins = Random.Range(lootCoinsMin, lootCoinsMax);

        foreach (ItemDropChance itemChance in dropChances)
        {
            if (Random.value <= itemChance.probability)
            {
                inventory.Add(new ItemSlot(new Item(itemChance.item)));
            }
        }
    }
 // -----------------------------------------------------------------------------------
 // resetGuildWarehouse
 // -----------------------------------------------------------------------------------
 public void resetGuildWarehouse()
 {
     UCE_guildWarehouse.Clear();
     _guildWarehouseGold  = 0;
     _guildWarehouseLevel = 0;
 }