static void LoadStoreStock(XmlNode Stock, Stores Store, string ErMsg) { foreach (XmlNode StockType in Stock) { int Count = 0; int ChildCount = StockType.ChildNodes.Count; switch (StockType.Name) { case "Weapons": Weapon[] WeapTemp = new Weapon[ChildCount]; foreach (XmlNode Weapon in StockType) { WeapTemp[Count] = new Weapon(); foreach (Weapon GOWeapon in GameObjects.Weapons) { if (GOWeapon.Name == Weapon.Name) { WeapTemp[Count] = GOWeapon; break; } } WeapTemp[Count].Cost = Weapon.ChildNodes.Count; Count++; } foreach (Weapon Weapon in WeapTemp) { Store.AddToWeaponStock(Weapon); } break; case "Armour": Armour[] ArmTemp = new Armour[ChildCount]; foreach (XmlNode Armour in StockType) { ArmTemp[Count] = new Armour(); foreach (Armour GOArmour in GameObjects.Armour) { if (GOArmour.Name == Armour.Name) { ArmTemp[Count] = GOArmour; break; } } ArmTemp[Count].Cost = Armour.ChildNodes.Count; Count++; } foreach (Armour Armour in ArmTemp) { Store.AddToArmourStock(Armour); } break; case "Potions": Potion[] PotTemp = new Potion[ChildCount]; foreach (XmlNode Potion in StockType) { PotTemp[Count] = new Potion(); foreach (Potion GOPotions in GameObjects.Potions) { if (GOPotions.Name == Potion.Name) { PotTemp[Count] = GOPotions; } } PotTemp[Count].Cost = Potion.ChildNodes.Count; Count++; } foreach (Potion Potion in PotTemp) { Store.AddToPotionStock(Potion); } break; default: Debug.Log(ErMsg + " - " + StockType.Name); break; } } }
public void AddToStores(Stores Store) { Stores.Add(Store); }