/// <summary> /// Update the observable collections /// </summary> public void UpdateInventoryCategories() { Treasures.Clear(); Gems.Clear(); ArmorSet.Clear(); Buffs.Clear(); foreach (var gameItemQuantity in _inventory) { if (gameItemQuantity.GameItem is Treasure) { Treasures.Add(gameItemQuantity); } if (gameItemQuantity.GameItem is Gem) { Gems.Add(gameItemQuantity); } if (gameItemQuantity.GameItem is ArmorSet) { ArmorSet.Add(gameItemQuantity); } if (gameItemQuantity.GameItem is Buff) { Buffs.Add(gameItemQuantity); } } }
/// <summary> /// Update the observable collections /// </summary> public void UpdateInventoryCategories() { Soldiers.Clear(); SeigeWeapons.Clear(); Treasures.Clear(); Buffs.Clear(); foreach (var gameItemQuantity in _inventory) { if (gameItemQuantity.GameItem is Soldier) { Soldiers.Add(gameItemQuantity); } if (gameItemQuantity.GameItem is SeigeWeapon) { SeigeWeapons.Add(gameItemQuantity); } if (gameItemQuantity.GameItem is Treasure) { Treasures.Add(gameItemQuantity); } if (gameItemQuantity.GameItem is Buff) { Buffs.Add(gameItemQuantity); } } }
public void UpdateInventoryCategories() { Potions.Clear(); Treasures.Clear(); Weapons.Clear(); Allies.Clear(); foreach (var GameItem in _inventory) { if (GameItem.GameItem is Potion) { Potions.Add(GameItem); } if (GameItem.GameItem is Treasure) { Treasures.Add(GameItem); } if (GameItem.GameItem is Weapon) { Weapons.Add(GameItem); } if (GameItem.GameItem is Allies) { Allies.Add(GameItem); } } }