Пример #1
0
    //=====================================================

    public void Refresh()
    {
        CheckReferences();

        // Update chest-model
        //Debug.Log( "Model type: " + _type + " : " + _model );
        var mdlChest   = ResourcesChests.GetModel(_type, _model);
        var chestModel = Instantiate(mdlChest) as GameObject;

        Init(chestModel);

        // Special Case: editor changes only update _rewardSwitchItem because of enumerated type so forcing update on _reward
        // Do we need to set the chest-reward?
        if (_reward == null)
        {
            // Set reward (gems or a card). Special 'key' items only set in inspector for large chests (NULL forces normal reward setup)
            _rewardSwitchItem = eSwitchItem.NULL;
            SetRewardItem(_rewardSwitchItem, _cardClassification, _cardRarity, _cardCondition);
        }
        else
        {
            if (_reward.SwitchItem != _rewardSwitchItem)
            {
                SetRewardItem(_rewardSwitchItem, _cardClassification, _cardRarity, _cardCondition);
            }
        }
    }
Пример #2
0
    //=====================================================

    private static void AddChestOfType(eChestType type)
    {
        var pfb = ResourcesChests.GetPrefab();
        var mdl = ResourcesChests.GetModel(type, 0);

        if (pfb == null)
        {
            return;
        }

        // Create containers for chests if they don't already exist
        var container = GameObject.Find("Chests");
        var small     = GameObject.Find("Small");
        var medium    = GameObject.Find("Mediun");
        var large     = GameObject.Find("Large");

        if (container == null)
        {
            container = CreateContainer("Chests");

            if (small == null)
            {
                small = CreateContainer("Small", container);
            }

            if (medium == null)
            {
                medium = CreateContainer("Mediun", container);
            }

            if (large == null)
            {
                large = CreateContainer("Large", container);
            }
        }

        var prefab = PrefabUtility.InstantiatePrefab(pfb) as GameObject;

        if (prefab == null)
        {
            return;
        }

        var script = prefab.GetComponent <Chest>();

        switch (type)
        {
        case eChestType.SMALL:
            prefab.name             = "SmallChest";
            prefab.transform.parent = small.transform;
            break;

        case eChestType.MEDIUM:
            prefab.name             = "MediumChest";
            prefab.transform.parent = medium.transform;
            break;

        case eChestType.LARGE:
            prefab.name             = "LargeChest";
            prefab.transform.parent = large.transform;
            break;
        }

        if (script != null)
        {
            script.Type = type;

            if (mdl != null)
            {
                var model = PrefabUtility.InstantiatePrefab(mdl) as GameObject;

                script.Init(model);
            }
        }

        PositionObjectAndSelect(prefab);
    }