Beispiel #1
0
 public override void Run(Actor sender)
 {
     /*if (_amount > 0 && active)
     {
         if (sender.GetType() == Engine.player.GetType())
         {
             if (Keyboard.IsKeyPressed(Keyboard.Key.Space))
             {
                 active = false;
                 Engine.hud.showItemModal(this);
             }
         }
         else
         {
             sender.inventory.Add(item);
             if(sender.activeWeapon == null)
             {
                 sender.activeWeapon = (Items.Weapon)sender.inventory[sender.inventory.Count];
             }
             Console.WriteLine("[" + name + "] Added " + _item + " to inventory of " + sender.name);
             _amount--;
         }
     }*/
     Log.WriteError("Not currently implemented in this refactoring!");
 }
Beispiel #2
0
        public virtual void Fire(Actor sender)
        {

        }
Beispiel #3
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 public override void Run(Actor sender)
 {
     sender.Warp(new Vector2i(_destinationX, _destinationY));
 }
Beispiel #4
0
 public override void Run(Actor sender)
 {
     Console.WriteLine("[Trigger] Map change to \"" + _map + "\" initiated.");
         //TODO: implement map changing
 }
Beispiel #5
0
        public virtual void Run(Actor sender)
        {

        }
Beispiel #6
0
 public override void Run(Actor sender)
 {
     sender.setHealth(sender.health + _healPerTick);
 }
Beispiel #7
0
        //for using triggergiveitem statically (in a way, it doesn't have to have a presence in the map now)
        public virtual void Run(Actor sender, bool checkForInput)
        {

        }