/// <summary> /// Initalizes the objects and managers in the game. /// </summary> protected override void Initialize() { base.Initialize(); M_ContentManager.Init(Content); M_GlobalManager.Init(); M_TextManager.Init(); M_InputManager.Init(); M_PartyManager.Init(); M_MenuManager.Init(); I_Inventory.Init(); M_MapManager.Init(); }
override public void WorkBuilding() { isWorking = false; activeTimer = workTime; I_Inventory inventory = baseManager.GetInventory(); I_Item itemInterface = chosenItem; itemInterface.CalculateBaseStats(workingVillagers[0]); inventory.AddItem(chosenItem); SetUpInfoPanel(); }
/// <summary> /// Puts itself into the player's inventory /// </summary> public void CheckPickup() { if (M_GlobalManager.CanMove()) { if (M_InputManager.KeyPressed(M_InputManager.GameKeys.Accept)) { if (Vector2.Distance(this.world_position, M_PartyManager.Members[0].GetCenterpoint()) < this.pickup_dist) { if (!I_Inventory.Add(this)) { //Pull up a textbox saying "Inventory full!" or something } } } } }
public void AddItem(BaseItem itemToAdd) { I_Inventory inventoryInterface = this; inventoryInterface.AddItem(itemToAdd); }