position + itemPrefab.transform.localPosition +
_dropRewardConfig.ScatteringDistance * (Mathf.Cos(randAngle) * Vector3.forward + Mathf.Sin(randAngle) * Vector3.right),
Quaternion.identity);
collectibleItem.GetComponent<CollectibleItem>().AnimateItem();
collectibleItem.GetComponent<CollectableItem>().AnimateItem();
}
if (_onObjectPickUp != null)
{
Item currentItem = itemObject.GetComponent<CollectibleItem>().GetItem();
Item currentItem = itemObject.GetComponent<CollectableItem>().GetItem();
_onObjectPickUp.RaiseEvent(currentItem);
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
public class CollectibleItem : MonoBehaviour
public class CollectableItem : MonoBehaviour
[SerializeField] private Item _currentItem = default;
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