void Start() { thisItem = GetComponent <ThisItem>(); networkManager = ReferenceManager.Instance.networkManager; /******************************************************* * Create an analysing section for each item in a list (for debugging) ******************************************************* */ itemsManager = ReferenceManager.Instance.itemsManager; GameObject itemAnalyser = Instantiate(itemsManager.itemsAnalyser_prefab); ItemsManager.itemAnalysing_dict.Add(gameObject.name, itemAnalyser); // print("Items_Manager.itemAnalysing_dict.Count: " + Items_Manager.itemAnalysing_dict.Count); itemAnalyser.transform.parent = itemsManager.itemsAnalyser_placeholder.transform; itemAnalysingGroup = ItemsManager.itemAnalysing_dict[gameObject.name].transform; // set the item name in this section foreach (Transform itemName_placeholder in itemAnalysingGroup) { if (itemName_placeholder.name == "text_ItemName") { itemName_placeholder.GetComponent <Text>().text = gameObject.name; } } }
public void OnUse() { GameObject Player = GameObject.FindGameObjectWithTag("Player"); if (Player) { Player.GetComponent <PlayerManager>().Weapons.thisList.Add(ThisItem.GetComponent <Rigidbody2D>()); Player.GetComponent <PlayerManager>().ChangeCurrentItem(); } }
/************************************************************************************/ public string ToString(string strSeparator) { List <string> astrList = new List <string>(Count); foreach (TYPE ThisItem in this) { astrList.Add(ThisItem.ToString()); } return(string.Join(strSeparator, astrList.ToArray())); }
void Update() { //Take care of currently falling items after the explosion foreach (ExplosionItem ThisItem in ExplosionItems) { if (ThisItem.Update()) { Return(ThisItem.Powerup); } } }
void Start() { networkManager = ReferenceManager.Instance.networkManager; thisItem = GetComponent <ThisItem>(); }