Example #1
0
 public ShipInventoryManager(Game1 Game_)
 {
     Game        = Game_;
     spriteSheet = new Sprite(Game.Content.Load <Texture2D>("Vertical-Sprites/ShooterSheet"));
     emptyItem   = new EmptyItem(Game);
 }
Example #2
0
        public static void UpdateLists(EmptyItem emptyItem)
        {
            inventorySize = StatsManager.InventorySlots;

            if (shipItems.Count > inventorySize)
            {
                int countRef = shipItems.Count;
                for (int n = inventorySize; n < countRef; n++)
                {
                    shipItems.RemoveAt(inventorySize);
                }
            }

            ownedPrimaryWeapons.Clear();
            ownedSecondary.Clear();
            ownedPlatings.Clear();
            ownedEnergyCells.Clear();
            ownedShields.Clear();

            int itemCounter = 0;

            foreach (Item item in shipItems)
            {
                switch (item.Kind)
                {
                case "Primary":
                {
                    ownedPrimaryWeapons.Add((PlayerWeapon)item);
                    itemCounter += 1;
                    break;
                }

                case "Secondary":
                {
                    ownedSecondary.Add((PlayerWeapon)item);
                    itemCounter += 1;
                    break;
                }

                case "Plating":
                {
                    ownedPlatings.Add((PlayerPlating)item);
                    itemCounter += 1;
                    break;
                }

                case "EnergyCell":
                {
                    ownedEnergyCells.Add((PlayerEnergyCell)item);
                    itemCounter += 1;
                    break;
                }

                case "Shield":
                {
                    ownedShields.Add((PlayerShield)item);
                    itemCounter += 1;
                    break;
                }
                }
            }
            itemCount = itemCounter;

            if (shipItems.Count < inventorySize)
            {
                for (int n = shipItems.Count; n < inventorySize; n++)
                {
                    shipItems.Add(emptyItem);
                }
            }
            else if (shipItems.Count > inventorySize)
            {
                for (int n = shipItems.Count; n > inventorySize; n--)
                {
                    shipItems.RemoveAt(shipItems.Count - 1);
                }
            }

            ownCounts.Clear();

            ownCounts.Add(ownedEnergyCells.Count);
            ownCounts.Add(ownedPlatings.Count);
            ownCounts.Add(ownedShields.Count);
            ownCounts.Add(ownedSecondary.Count);
            ownCounts.Add(ownedPrimaryWeapons.Count);
        }