public LighterViewModel(ILoot loot, bool is_info) : base(loot, is_info) { Player = Player.Instance; MakeFireCommand = new Command(MakeFire); //CraftItem = new CraftMaterial(ItemFactory.GetItem(ItemTag.Wood), 10, Player.Inventory.GetMaterial(ItemTag.Wood)); }
public RecycleableViewModel(ILoot loot, bool is_info) : base(loot, is_info) { player = Player.Instance; recycleable = loot.Item as Recycleable; LootRandom = GetLootRandoms(); }
public void AddLoot(float experience, Vector2 position) { if (experience == 0f) { return; } float droppingExp = (float)Math.Sqrt(experience); int lootCount; if (droppingExp < 150f) { lootCount = (int)Math.Ceiling(droppingExp / 15f); } else { lootCount = 10; } droppingExp /= lootCount; for (int i = 0; i < lootCount; i++) { Vector2 pos = Functions.RandomVector2(minLootDistanceSpawn, maxLootDistanceSpawn) + position; Vector2 dir = Functions.RandomVector2(); ILoot loot = inactiveLootList[inactiveLootList.Count - 1]; inactiveLootList.RemoveAt(inactiveLootList.Count - 1); activeLootList.Add(loot); loot.Launch(droppingExp, pos, dir); } }
public void AddLoot(ILoot loot) { playerState.addLoot(loot); if (hud != null) { hud.UpdatePlayerState(playerState); } }
public RangeWeaponViewModel(ILoot loot, bool is_info) : base(loot, is_info) { Player = Player.Instance; RepairViewModel = new RepairViewModel(loot, is_info); ItemTag tag = (loot.Item as RangeWeapon).Ammo; Ammo = new LootItem(ItemFactory.GetItem(tag), Player.Inventory.GetCount(tag)); }
public RepairViewModel(ILoot loot, bool is_info) : base(loot, is_info) { RepairCommand = new Command(Repair); Player = Player.Instance; repairable = loot.Item as IRepairable; Repairs = new ObservableCollection <CraftItem>(); GetRepairs(); }
public override DataTemplate SelectTemplate(object item, DependencyObject container) { ILoot loot = ((CraftItem)item).Loot; if (loot is LootOption) { return(OptionDataTemplate); } else { return(MaterialDataTemplate); } }
public override DataTemplate SelectTemplate(object item, DependencyObject container) { ILoot loot = item as ILoot; if (loot.Item is IBreakable) { return(BrockenableDataTemplate); } else { return(NormaDataTemplate); } }
public StateInitial( SignalBus signalBus, IInput input, IPath path, IBall ball, IOpts opts, IView gain, ILoot loot) : base(input) { this.signalBus = signalBus; this.path = path; this.ball = ball; this.opts = opts; this.gain = gain; this.loot = loot; }
public CraftItem(ILoot loot, int count) { Loot = loot; Count = count; }
public FishingrodViewModel(ILoot loot, bool is_info) : base(loot, is_info) { CatchFishCommand = new Command(CatchFish); RepairViewModel = new RepairViewModel(loot, is_info); }
public BookViewModel(ILoot loot, bool is_info) : base(loot, is_info) { Player = Player.Instance; ReadCommand = new Command(Read); }
public FlashlightViewModel(ILoot loot, bool is_info) : base(loot, is_info) { Player = Player.Instance; RepairViewModel = new RepairViewModel(loot, is_info); }
public MaskViewModel(ILoot loot, bool is_info) : base(loot, is_info) { EquipViewModel = new EquipViewModel(loot, is_info); }
internal void addLoot(ILoot loot) { loot.AddToPlayerState(this); }
public ArmorViewModel(ILoot loot, bool is_info) : base(loot, is_info) { EquipViewModel = new EquipViewModel(loot, is_info); RepairViewModel = new RepairViewModel(loot, is_info); }
public LightViewModel(ILoot loot, bool is_info) : base(loot, is_info) { Player = Player.Instance; EquipViewModel = new EquipViewModel(loot, is_info); }
public FoodViewModel(ILoot loot, bool is_info) : base(loot, is_info) { Player = Player.Instance; }
public GasMaskViewModel(ILoot loot, bool is_info) : base(loot, is_info) { RepairViewModel = new RepairViewModel(loot, is_info); }
public MedecineEffectViewModel(ILoot loot, bool is_info) : base(loot, is_info) { ConsumeCommand = new Command(Consume); }
public ActiveItems(ILoot loot) { string detected_loot = loot.generateLoot(); }
public BagViewModel(ILoot loot, bool is_info) : base(loot, is_info) { RepairViewModel = new RepairViewModel(loot, is_info); EquipViewModel = new EquipViewModel(Loot, is_info); }
public Item MakeFire(ILoot loot) { return(ItemFactory.GetItem(ItemTag.Fire)); }