void GetItemWeapon(int id, ref vItem weaponItem, vMeleeType type) { if (weaponItems.Count > 0) { weaponItem = weaponItems.Find(_item => _item.id == id && _item.originalObject != null && _item.originalObject.GetComponent <vMeleeWeapon>() != null && (_item.originalObject.GetComponent <vMeleeWeapon>().meleeType == vMeleeType.AttackAndDefense || _item.originalObject.GetComponent <vMeleeWeapon>().meleeType == type)); weaponItems.Remove(weaponItem); } }
void GetRandomWeapon(ref vItem weaponItem, vMeleeType type) { if (weaponItems.Count > 0) { var _weaponItems = weaponItems.FindAll(_item => _item.originalObject != null && _item.originalObject.GetComponent <vMeleeWeapon>() != null && (_item.originalObject.GetComponent <vMeleeWeapon>().meleeType == vMeleeType.AttackAndDefense || _item.originalObject.GetComponent <vMeleeWeapon>().meleeType == type)); var itemIndex = 0; #if UNITY_5_4_OR_NEWER Random.InitState(Random.Range(0, System.DateTime.Now.Millisecond)); itemIndex = Random.Range(0, _weaponItems.Count - 1); #else random = new System.Random(Random.Range(0, System.DateTime.Now.Millisecond)); itemIndex = random.Next(0, _weaponItems.Count - 1); #endif weaponItem = _weaponItems[itemIndex]; weaponItems.Remove(weaponItem); } }