public void DropItems() { if (lootTable.Count != chancesTable.Count) { Debug.LogError("Loot table on enemy: " + enemyTransform.name + " is not set up correctly."); return; } for (int i = 0; i < lootTable.Count; i++) { float rng = Random.Range(0f, 1f); if (rng < chancesTable[i]) { //roll mods AItemMod tempItemMod = RollItemMods(); //drop the item DropItem(lootTable[i], tempItemMod); } } }
public void SetItemContent(AItem item, AItemMod itemMod) { baseItemContent = item; itemModContent = itemMod; nameText.text = item.ItemName; valueText.text = item.ItemValue.ToString(); typeText.text = item.GetItemTypeString(); //roll for uncommon or rare version of the item, and construct it with according random values. //RollItemMods(); if (itemModContent != null) { nameText.text += " of the " + itemModContent.SuffixString; fullItemName = nameText.text; nameText.color = itemMod.GetRarityColor(); } else { fullItemName = BaseItemContent.ItemName; } }
private void DropItem(AItem itemBase, AItemMod itemMod) { InventoryUI.instance.DropItem(itemBase, itemMod, enemyTransform.position); }