Made item sprites able to be easily changed
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@@ -1,4 +1,5 @@
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using Fruitomation.Global;
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using Fruitomation.Game.Items;
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using Fruitomation.Global;
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using UnityEngine;
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namespace Fruitomation.Game
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@@ -47,37 +47,35 @@ namespace Fruitomation.Game
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private void SpawnFruit()
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{
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List<(ItemType, GameObject)> unlocked = new() { (ItemType.Apple, ApplePrefab) };
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List<ItemType> unlocked = new() { ItemType.Apple };
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if (UpgradeManager.Is(BasicUpgrade.Grapes))
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unlocked.Add((ItemType.Grape, GrapePrefab));
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unlocked.Add(ItemType.Grape);
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if (UpgradeManager.Is(BasicUpgrade.Bananas))
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unlocked.Add((ItemType.Banana, BananaPrefab));
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unlocked.Add(ItemType.Banana);
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if (UpgradeManager.Is(BasicUpgrade.Kiwi))
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unlocked.Add((ItemType.Kiwi, KiwiPrefab));
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unlocked.Add(ItemType.Kiwi);
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if (UpgradeManager.Is(BasicUpgrade.Mangoes))
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unlocked.Add((ItemType.Mango, MangoPrefab));
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unlocked.Add(ItemType.Mango);
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if (UpgradeManager.Is(BasicUpgrade.Durian))
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unlocked.Add((ItemType.Durian, DurianPrefab));
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unlocked.Add(ItemType.Durian);
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if (UpgradeManager.Is(BasicUpgrade.BuddhasHand))
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unlocked.Add((ItemType.BuddhasHand, BuddhasHandPrefab));
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unlocked.Add(ItemType.BuddhasHand);
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if (UpgradeManager.Is(BasicUpgrade.Pitayas))
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unlocked.Add((ItemType.Pitaya, PitayaPrefab));
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unlocked.Add(ItemType.Pitaya);
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GameObject parent = Instantiate(BaseItemPrefab, FruitSpawnParent);
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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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ItemType type = unlocked[Random.Range(0, unlocked.Count)];
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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, type);
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}
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}
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@@ -10,12 +10,18 @@ namespace Fruitomation.Game.Items
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protected Canvas AttachedCanvas { get; private set; }
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protected bool EnteredCanvas { get; private set; }
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private GameObject CurrentChild;
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private ItemType InternalItemType;
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public ItemType CurrentType
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{
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get => InternalItemType;
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set => InternalItemType = value;
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set
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{
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InternalItemType = value;
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OnUpdateItemType();
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}
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}
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protected virtual void OnInitialized() { }
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@@ -25,15 +31,22 @@ namespace Fruitomation.Game.Items
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RectTransform = transform.GetComponent<RectTransform>();
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Body2D = transform.GetComponent<Rigidbody2D>();
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InternalItemType = startType;
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AttachedCanvas = canvas;
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CurrentType = startType;
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EnteredCanvas = false;
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OnInitialized();
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}
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private void UpdateItem()
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private void OnUpdateItemType()
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{
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if (CurrentChild is not null)
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{
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Destroy(CurrentChild);
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}
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ItemInfo info = ItemInfoRegistry.Get(CurrentType);
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CurrentChild = Instantiate(info.Prefab, transform);
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}
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protected void Update()
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@@ -18,6 +18,8 @@ namespace Fruitomation.Game.Items
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[Serializable] public class ItemInfo
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{
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public ItemType Type;
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public GameObject Prefab;
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public float MinMoney;
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public float MaxMoney;
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}
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