Made item sprites able to be easily changed
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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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