Ejemplo n.º 1
0
        public void init_necessary_textures(Player pl)
        {
            cManager.Unload();

            for (int i = 0; i < armors_in_stock.Count; i++)
            {
                string texturename = armors_in_stock[i].get_my_texture_name();
                armors_in_stock[i].set_texture(cManager.Load <Texture2D>("Icons/Armors/" + texturename));
            }

            for (int i = 0; i < weapons_in_stock.Count; i++)
            {
                string texturename = weapons_in_stock[i].get_my_texture_name();
                weapons_in_stock[i].set_texture(cManager.Load <Texture2D>("Icons/Weapons/" + texturename));
            }

            for (int i = 0; i < scrolls_in_stock.Count; i++)
            {
                string texturename = scrolls_in_stock[i].get_my_texture_name();
                scrolls_in_stock[i].set_texture(cManager.Load <Texture2D>("Icons/Scrolls/" + texturename));
            }

            for (int i = 0; i < consumables_in_stock.Count; i++)
            {
                string texturename = consumables_in_stock[i].get_my_texture_name();
                consumables_in_stock[i].set_texture(cManager.Load <Texture2D>("Icons/Consumables/" + texturename));
                if (consumables_in_stock[i] is Potion)
                {
                    Potion p = (Potion)consumables_in_stock[i];
                    string empty_texturename = p.get_my_empty_texture_name();
                    p.set_empty_texture(cManager.Load <Texture2D>("Icons/Consumables/" + empty_texturename));
                }
            }

            /* This isn't needed for the time being, and who knows! It may never be.
             * List<Item> player_inventory = pl.retrieve_inventory();
             *
             * for (int i = 0; i < player_inventory.Count; i++)
             * {
             *  //do nothing for now.
             * }
             */
        }
Ejemplo n.º 2
0
        public void init_necessary_textures(Player pl)
        {
            cManager.Unload();

            List <Item> player_inv = pl.retrieve_inventory();

            for (int i = 0; i < player_inv.Count; i++)
            {
                if (player_inv[i] != null)
                {
                    string texture_loc = "Icons/";
                    if (player_inv[i] is Armor)
                    {
                        texture_loc += "Armors/";
                    }
                    if (player_inv[i] is Weapon)
                    {
                        texture_loc += "Weapons/";
                    }
                    if (player_inv[i] is Potion)
                    {
                        texture_loc += "Consumables/";
                    }
                    if (player_inv[i] is Scroll || player_inv[i] is Talisman)
                    {
                        texture_loc += "Scrolls/";
                    }

                    texture_loc += player_inv[i].get_my_texture_name();
                    Texture2D current_texture = cManager.Load <Texture2D>(texture_loc);
                    player_inv[i].set_texture(current_texture);
                    //Set the empty texture for the potion if it is one.
                    if (player_inv[i] is Potion)
                    {
                        Potion pt = (Potion)player_inv[i];
                        string empty_textureloc = "Icons/Consumables/" + pt.get_my_empty_texture_name();
                        pt.set_empty_texture(cManager.Load <Texture2D>(empty_textureloc));
                    }

                    if (the_icoBar.item_is_on_bar(player_inv[i].get_my_IDno()))
                    {
                        the_icoBar.init_item_texture_by_id_number(player_inv[i].get_my_IDno(), current_texture);
                    }
                }
            }

            if (pl.show_main_hand() != null)
            {
                Texture2D current_texture = cManager.Load <Texture2D>("Icons/Weapons/" + pl.show_main_hand().get_my_texture_name());
                pl.show_main_hand().set_texture(current_texture);
                the_icoBar.init_item_texture_by_id_number(pl.show_main_hand().get_my_IDno(), current_texture);
            }
            if (pl.show_off_hand() != null)
            {
                Texture2D current_texture = cManager.Load <Texture2D>("Icons/Weapons/" + pl.show_off_hand().get_my_texture_name());
                pl.show_off_hand().set_texture(current_texture);
                the_icoBar.init_item_texture_by_id_number(pl.show_off_hand().get_my_IDno(), current_texture);
            }
            if (pl.show_over_armor() != null)
            {
                Texture2D current_texture = cManager.Load <Texture2D>("Icons/Armors/" + pl.show_over_armor().get_my_texture_name());
                pl.show_over_armor().set_texture(current_texture);
                the_icoBar.init_item_texture_by_id_number(pl.show_over_armor().get_my_IDno(), current_texture);
            }
            if (pl.show_under_armor() != null)
            {
                Texture2D current_texture = cManager.Load <Texture2D>("Icons/Armors/" + pl.show_under_armor().get_my_texture_name());
                pl.show_under_armor().set_texture(current_texture);
                the_icoBar.init_item_texture_by_id_number(pl.show_under_armor().get_my_IDno(), current_texture);
            }
            if (pl.show_helmet() != null)
            {
                Texture2D current_texture = cManager.Load <Texture2D>("Icons/Armors/" + pl.show_helmet().get_my_texture_name());
                pl.show_helmet().set_texture(current_texture);
                the_icoBar.init_item_texture_by_id_number(pl.show_helmet().get_my_IDno(), current_texture);
            }

            player_name = pl.my_chara_as_string();
            switch (player_name)
            {
            case "Falsael":
                character_portrait = cManager.Load <Texture2D>("Player/Portraits/falsael_fine");
                break;

            default:
                character_portrait = null;
                break;
            }
        }