示例#1
0
    public void craft_Item(string name_Item)
    {
        switch (name_Item)
        {
        case "Fondation":
            isBuilding    = true;
            object_Actual = Instantiate(foundationPrefab, Vector3.zero, foundationPrefab.transform.rotation);
            break;

        case "Mur":
            isBuilding               = true;
            object_Actual            = Instantiate(wallPrefab, Vector3.zero, wallPrefab.transform.rotation);
            liste_Affichage_Collider = GameObject.FindGameObjectsWithTag("ColliderWall");
            foreach (GameObject collider in liste_Affichage_Collider)
            {
                collider.GetComponent <Renderer>().enabled  = true;
                collider.GetComponent <Renderer>().material = yellow_Color;
            }
            break;

        case "Pilier":
            Debug.Log("ok");
            isBuilding               = true;
            object_Actual            = Instantiate(pilierPrefab, Vector3.zero, pilierPrefab.transform.rotation);
            liste_Affichage_Collider = GameObject.FindGameObjectsWithTag("ColliderPilier");
            foreach (GameObject collider in liste_Affichage_Collider)
            {
                collider.GetComponent <Renderer>().enabled  = true;
                collider.GetComponent <Renderer>().material = yellow_Color;
            }
            break;

        case "Porte":
            isBuilding    = true;
            object_Actual = Instantiate(portePrefab, Vector3.zero, portePrefab.transform.rotation);
            break;

        case "Escalier":
            isBuilding    = true;
            object_Actual = Instantiate(escalierPrefab, Vector3.zero, escalierPrefab.transform.rotation);
            break;

        case "Pioche":
            craft_Book.delete_Ingredient();
            craft_Book.clear_Inventaire();
            inventaire_Player.ajout_Outil_Inventaire("Pioche");
            break;

        case "Hache":
            craft_Book.delete_Ingredient();
            craft_Book.clear_Inventaire();
            inventaire_Player.ajout_Outil_Inventaire("Hache");
            break;

        case "Canne":
            craft_Book.delete_Ingredient();
            craft_Book.clear_Inventaire();
            inventaire_Player.ajout_Outil_Inventaire("Canne");
            break;

        case "Piege":
            isBuilding         = true;
            object_Actual      = Instantiate(piegePrefab, Vector3.zero, piegePrefab.transform.rotation);
            object_Actual.name = "Viande_Crue";
            break;

        case "Feu":
            isBuilding    = true;
            object_Actual = Instantiate(feuPrefab, Vector3.zero, feuPrefab.transform.rotation);
            break;

        case "Lit":
            isBuilding    = true;
            object_Actual = Instantiate(litPrefab, Vector3.zero, litPrefab.transform.rotation);
            break;

        case "Coffre":
            isBuilding    = true;
            object_Actual = Instantiate(coffrePrefab, Vector3.zero, coffrePrefab.transform.rotation);
            break;

        case "Gourde":
            craft_Book.delete_Ingredient();
            craft_Book.clear_Inventaire();
            inventaire_Player.ajout_Outil_Inventaire("Gourde");
            break;

        case "Houe":
            craft_Book.delete_Ingredient();
            craft_Book.clear_Inventaire();
            inventaire_Player.ajout_Outil_Inventaire("Houe");
            break;
        }
    }