using System.Collections; using System.Collections.Generic; using UnityEngine; namespace TBTK{ public class Collectible : TBMonoItem { public static bool inspector=false; [Space(8)] public VisualObject effectOnSpawn; public VisualObject effectOnTrigger; public int abilityID=-1; public bool randomizedEffect=false; public List effectIDList=new List(); public void Spawn(){ effectOnSpawn.Spawn(GetPos()); } public IEnumerator Trigger(Unit unit){ if(abilityID>=0){ Ability ability=AbilityFDB.GetPrefab(abilityID); if(ability!=null){ ability=ability.Clone(); yield return StartCoroutine(ability.HitTarget(unit.node)); } } if(effectIDList.Count>=0){ if(randomizedEffect && effectIDList.Count>1){ unit.ApplyEffect(new List{ effectIDList[Rand.Range(0, effectIDList.Count-1)] }); } else unit.ApplyEffect(effectIDList); } effectOnTrigger.Spawn(GetPos()); //node.collectible=null; CollectibleManager.ItemTriggered(this); Destroy(gameObject); } } }