Changed how items work
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@@ -1,4 +1,3 @@
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using PashaBibko.Pacore.Attributes;
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using System.Collections.Generic;
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using Fruitomation.Game.Items;
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using Fruitomation.Global;
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@@ -18,6 +17,7 @@ namespace Fruitomation.Game
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[SerializeField] private Canvas GameCanvas;
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[Header("Prefabs")]
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[SerializeField] private GameObject BaseItemPrefab;
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[SerializeField] private GameObject ApplePrefab;
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[SerializeField] private GameObject GrapePrefab;
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[SerializeField] private GameObject BananaPrefab;
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@@ -47,36 +47,38 @@ namespace Fruitomation.Game
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private void SpawnFruit()
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{
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List<GameObject> unlocked = new() { ApplePrefab };
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List<(ItemType, GameObject)> unlocked = new() { (ItemType.Apple, ApplePrefab) };
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if (UpgradeManager.Is(BasicUpgrade.Grapes))
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unlocked.Add(GrapePrefab);
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unlocked.Add((ItemType.Grape, GrapePrefab));
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if (UpgradeManager.Is(BasicUpgrade.Bananas))
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unlocked.Add(BananaPrefab);
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unlocked.Add((ItemType.Banana, BananaPrefab));
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if (UpgradeManager.Is(BasicUpgrade.Kiwi))
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unlocked.Add(KiwiPrefab);
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unlocked.Add((ItemType.Kiwi, KiwiPrefab));
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if (UpgradeManager.Is(BasicUpgrade.Mangoes))
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unlocked.Add(MangoPrefab);
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unlocked.Add((ItemType.Mango, MangoPrefab));
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if (UpgradeManager.Is(BasicUpgrade.Durian))
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unlocked.Add(DurianPrefab);
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unlocked.Add((ItemType.Durian, DurianPrefab));
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if (UpgradeManager.Is(BasicUpgrade.BuddhasHand))
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unlocked.Add(BuddhasHandPrefab);
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unlocked.Add((ItemType.BuddhasHand, BuddhasHandPrefab));
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if (UpgradeManager.Is(BasicUpgrade.Pitayas))
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unlocked.Add(PitayaPrefab);
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unlocked.Add((ItemType.Pitaya, PitayaPrefab));
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GameObject prefab = unlocked[Random.Range(0, unlocked.Count)];
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GameObject go = Instantiate(prefab, FruitSpawnParent);
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GameObject parent = Instantiate(BaseItemPrefab, FruitSpawnParent);
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FruitBehaviour behaviour = go.GetComponent<FruitBehaviour>();
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Debug.Assert(behaviour is not null, "Could not find FruitBehaviour");
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(ItemType type, GameObject prefab) = unlocked[Random.Range(0, unlocked.Count)];
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GameObject go = Instantiate(prefab, parent.transform);
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ItemBehaviour behaviour = parent.GetComponent<ItemBehaviour>();
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Debug.Assert(behaviour is not null, "Could not find ItemBehaviour");
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behaviour.InitBehaviour(GameCanvas);
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behaviour.InitBehaviour(GameCanvas, type);
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}
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}
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}
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