private void Update() { // Test buff weapon. if (photonView.IsMine) { if (Input.GetKeyDown(KeyCode.F1)) { weaponSlot.AddBuff(new WeaponSlot.WeaponBuff { type = StatusEffects.StatusEffectType.Bleed, statusEffectDuration = 3, endTime = Time.time + 5 }, 5); } if (Input.GetKeyDown(KeyCode.F2)) { weaponSlot.AddBuff(new WeaponSlot.WeaponBuff { type = StatusEffects.StatusEffectType.Slow, statusEffectDuration = 3, endTime = Time.time + 5 }, 5); } if (Input.GetKeyDown(KeyCode.F3)) { weaponSlot.AddBuff(new WeaponSlot.WeaponBuff { type = StatusEffects.StatusEffectType.ArmorBreak, statusEffectDuration = 3, endTime = Time.time + 5 }, 5); } if (Input.GetKeyDown(KeyCode.F4)) { weaponSlot.AddBuff(new WeaponSlot.WeaponBuff { type = StatusEffects.StatusEffectType.WeaponBreak, statusEffectDuration = 3, endTime = Time.time + 5 }, 5); } if (Input.GetKeyDown(KeyCode.F5)) { weaponSlot.AddBuff(new WeaponSlot.WeaponBuff { type = StatusEffects.StatusEffectType.Poison, statusEffectDuration = 3, endTime = Time.time + 5 }, 5); } } // Test OP items. if (Input.GetKeyDown(KeyCode.M)) { if (LootRandomizer.instance != null) { Item newItem = LootRandomizer.instance.DropLoot(10000, 3); if (newItem == null) { return; } myInventory.AddItem(newItem); } } }