public static void AddItem <T>(IInteractiveStorage <T> storage, T item, DisplayBase displayPage) where T : CapacityItem
        {
            int storeLocation = storage.TryAddItem(item);

            if (storeLocation != -1)
            {
                displayPage.OutputText(storage.PlaceItemInSlot(item, (byte)storeLocation));
            }
            else
            {
                displayPage.OutputText("Generic item full text");
            }
        }
        protected virtual void RunAreaWithCurrentDisplay(bool isReload)
        {
            currentDisplay.ClearOutput();

            //first the buttons.
            currentDisplay.AddButton(0, new ButtonData(ExploreString(), true, DoExplore));
            currentDisplay.AddButton(1, new ButtonData(PlaceString(), placeMenuUnlocked, DoPlaceMenu));
            currentDisplay.AddButton(2, new ButtonData(InventoryString(), true, DoInventory));
            currentDisplay.AddButton(3, new ButtonData(StashString(), anyStashesUnlocked, DoStashMenu));
            currentDisplay.AddButton(4, new ButtonData(CampActionString(), true, DoCampActions));
            if (anyLoversUnlocked)
            {
                currentDisplay.AddButton(5, new ButtonData(LoversString(), true, DoLoversMenu));
            }
            if (anyFollowersUnlocked)
            {
                currentDisplay.AddButton(6, new ButtonData(FollowersString(), true, DoFollowersMenu));
            }
            if (anySlavesUnlocked)
            {
                currentDisplay.AddButton(7, new ButtonData(SlavesString(), true, DoSlavesMenu));
            }

            //add the m********e button.

            //add the sleep button.

            //then the display data.
            currentDisplay.OutputText(CampDescription(isReload));
        }
Exemple #3
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        protected internal override void RunEncounter()
        {
            DisplayBase currentDisplay = GetCurrentDisplay();

            if (GameEngine.UnlockArea(locationType, out string unlockText))
            {
                currentDisplay.OutputText(unlockText);
                currentDisplay.DoNext(() => GameEngine.UseHoursGoToBase(1));
            }
            else
            {
                currentDisplay.DoNext(() => GameEngine.ResumeExection());
            }
            ran = true;
        }
Exemple #4
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 protected override void LoadUniqueCampActionsMenu(DisplayBase currentDisplay)
 {
     currentDisplay.OutputText("Not implemented :(");
     AddReturnButtonToDisplay();
 }