Exemple #1
0
 public ItemState(string _ItemId, bool isKey, bool isPickedUp, GameEnums.KEY_TYPE type = 0)
 {
     m_ItemID     = _ItemId;
     m_IsKey      = isKey;
     m_IsPickedUp = isPickedUp;
     m_Type       = type;
 }
    public void addKey(GameEnums.KEY_TYPE type)
    {
        switch (type)
        {
        case GameEnums.KEY_TYPE.KEY_BRONZE:
            state.BronzeKey++;
            break;

        case GameEnums.KEY_TYPE.KEY_SILVER:
            state.SilverKey++;
            break;

        case GameEnums.KEY_TYPE.KEY_GOLD:
            state.GoldKey++;
            break;
        }
    }
    public void consumeKey(GameEnums.KEY_TYPE type)
    {
        switch (type)
        {
        case GameEnums.KEY_TYPE.KEY_BRONZE:
            if (state.BronzeKey > 0)
            {
                state.BronzeKey--;
            }
            else
            {
                //something something don't have key
            }
            break;

        case GameEnums.KEY_TYPE.KEY_SILVER:
            if (state.BronzeKey > 0)
            {
                state.SilverKey--;
            }
            else
            {
                //something something don't have key
            }
            break;

        case GameEnums.KEY_TYPE.KEY_GOLD:
            if (state.BronzeKey > 0)
            {
                state.GoldKey--;
            }
            else
            {
                //something something don't have key
            }
            break;
        }
    }
    public bool hasKey(GameEnums.KEY_TYPE type)
    {
        switch (type)
        {
        case GameEnums.KEY_TYPE.KEY_BRONZE:
            if (state.BronzeKey > 0)
            {
                return(true);
            }
            else
            {
                return(false);
            }

        case GameEnums.KEY_TYPE.KEY_SILVER:
            if (state.SilverKey > 0)
            {
                return(true);
            }
            else
            {
                return(false);
            }

        case GameEnums.KEY_TYPE.KEY_GOLD:
            if (state.GoldKey > 0)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }
        return(false);
    }