public void GiveCraftMats() { for (int i = 0; i < 20; i++) { player.AddItem(CraftMaterialsClasses.Copper()); player.AddItem(CraftMaterialsClasses.Linen()); player.AddItem(CraftMaterialsClasses.Wood()); } }
void FindHarvestItem() { switch (itemDropped) { case HarvestItem.Wood: HarvestedItem = CraftMaterialsClasses.Wood(); break; case HarvestItem.Linen: HarvestedItem = CraftMaterialsClasses.Linen(); break; case HarvestItem.Copper: HarvestedItem = CraftMaterialsClasses.Copper(); break; default: HarvestedItem = CraftMaterialsClasses.Wood(); break; } }
public void GetMatsInfo(Item item) { itemsNeeded = new List <Item>(); switch (item.RequiredLevel) { case 1: AddToItemsNeeded(CraftMaterialsClasses.Wood(), 1); AddToItemsNeeded(CraftMaterialsClasses.Linen(), 1); AddToItemsNeeded(CraftMaterialsClasses.Copper(), 1); break; case 10: AddToItemsNeeded(CraftMaterialsClasses.Wood(), 3); AddToItemsNeeded(CraftMaterialsClasses.Linen(), 3); AddToItemsNeeded(CraftMaterialsClasses.Copper(), 3); break; case 20: AddToItemsNeeded(CraftMaterialsClasses.Wood(), 5); AddToItemsNeeded(CraftMaterialsClasses.Linen(), 5); AddToItemsNeeded(CraftMaterialsClasses.Copper(), 5); break; case 30: AddToItemsNeeded(CraftMaterialsClasses.Wood(), 5); AddToItemsNeeded(CraftMaterialsClasses.Linen(), 5); AddToItemsNeeded(CraftMaterialsClasses.Copper(), 5); break; case 50: AddToItemsNeeded(CraftMaterialsClasses.Wood(), 5); AddToItemsNeeded(CraftMaterialsClasses.Linen(), 5); AddToItemsNeeded(CraftMaterialsClasses.Copper(), 5); break; case 75: AddToItemsNeeded(CraftMaterialsClasses.Wood(), 5); AddToItemsNeeded(CraftMaterialsClasses.Linen(), 5); AddToItemsNeeded(CraftMaterialsClasses.Copper(), 5); break; } int multiplier = 1; if (item.ItemType == ItemEquipType.Clothing) { Armor armor = item as Armor; if (armor.Slot == EquipmentSlot.Helmet || armor.Slot == EquipmentSlot.Back) { multiplier = 1; } else if (armor.Slot == EquipmentSlot.Boots || armor.Slot == EquipmentSlot.Gloves) { multiplier = 2; } else if (armor.Slot == EquipmentSlot.Pants || armor.Slot == EquipmentSlot.Chest) { multiplier = 4; } } else if (item.ItemType == ItemEquipType.Weapon) { multiplier = 4; } string tempDebug = "We need \n"; for (int i = 0; i < itemsNeeded.Count; i++) { itemsNeeded[i].CurStacks *= multiplier; tempDebug += itemsNeeded[i].Name + " x" + itemsNeeded[i].CurStacks + "\n"; } //Debug.Log (tempDebug); if you want to debug items needed return; }