protected void Item3DSetUp(string assemblyName, ItemType type, string spriteName, bool isTreasureRoomItem = false) { m_AssemblyName = assemblyName; m_ItemType = type; m_IsTreasureRoomItem = isTreasureRoomItem; //if the item being spawned is a treasure room item then we want to make sure that it cannot be influenced as a rigidbody //and then also make sure that the object's collider is that of a trigger so that the player can interact with it if (m_IsTreasureRoomItem) { rigidbody.isKinematic = true; rigidbody.useGravity = false; BoxCollider collider = GetComponent <BoxCollider>(); collider.isTrigger = true; collider.size *= 3.3f; } m_JournalSprite = Resources.Load <Sprite>(spriteName); //this section sets up all the mesh renderer data so that the proper mesh will be spawned { MeshFilter filter = GetComponent <MeshFilter>(); MeshRenderer renderer = GetComponent <MeshRenderer>(); GameObject itemsMesh = ((GameObject)Resources.Load("Items/Meshes/Tablet" + (assemblyName.Replace("TheNegative.Items.", "")))); if (itemsMesh != null) { filter.mesh = itemsMesh.GetComponent <MeshFilter>().sharedMesh; renderer.material = itemsMesh.GetComponent <MeshRenderer>().sharedMaterial; } } if (m_ItemType == ItemType.PickUp) { CanPlayerObtainItem = ItemManager.Instance.PickUpItemsInGame[assemblyName].CanObtainItem; } else { CanPlayerObtainItem = ItemManager.Instance.ItemsInGame[assemblyName].CanObtainItem; } }
public void ItemSetUp(ItemType type, string assemblyName, string nameAndDirectory) { if (m_Renderer != null) { m_Sprite = Resources.Load <Sprite>(nameAndDirectory); m_Renderer.sprite = m_Sprite; } m_Type = type; m_AssemblyName = assemblyName; gameObject.name = assemblyName; if (type != ItemType.PickUp) { CanPlayerObtainItem = ItemManager.Instance.ItemsInGame[assemblyName].CanObtainItem; } else { CanPlayerObtainItem = ItemManager.Instance.PickUpItemsInGame[assemblyName].CanObtainItem; } }
public void RPCGetItemDelegate() { CanPlayerObtainItem = ((AbstractItem)ItemManager.Instance.GetObjectFromName(m_AssemblyName)).CanObtainItem; }