void OnLeftClickItemGrid(Framework.States.StateObject state) { // return item to group inventory.Grid.Add(state as Item); inventory.ActiveCharacter.Items.Add(state as Item); grid.Remove(state as Item); //UpdateText(); }
void OnClickTemporarySpace(Framework.States.StateObject state) { if (inventory.Grid.MaxCount - inventory.Grid.Count <= 0) { return; } Item item = state as Item; inventory.ActiveCharacter.Items.Add(item); inventory.OnSelectPage(); temporarySpace.Remove(item); }
void OnLeftClickItemRoom(Framework.States.StateObject state) { BurntimeClassic classic = app as BurntimeClassic; if (inventory.ActiveCharacter.Items.Count == 6) { return; } if (classic.InventoryRoom != null) { inventory.ActiveCharacter.Items.Add(state as Item); classic.InventoryRoom.Items.Remove(state as Item); inventory.Grid.Add(state as Item); grid.Remove(state as Item); } else if (classic.PickItems != null) { inventory.ActiveCharacter.Items.Add(state as Item); classic.PickItems.Remove(state as Item); inventory.Grid.Add(state as Item); grid.Remove(state as Item); } inventory.Grid.Selection.Clear(); if (inventory.ActiveCharacter.Weapon != null) { inventory.Grid.Selection.Add(inventory.ActiveCharacter.Weapon); } if (inventory.ActiveCharacter.Protection != null) { inventory.Grid.Selection.Add(inventory.ActiveCharacter.Protection); } }