/// <summary> /// Called when the <see cref="Player" /> is created or when he/she respawns in mediumcore. /// </summary> /// <param name="mediumcoreRespawn">Whether the <see cref="Player" /> is respawning from a mediumcore death or not.</param> public override void OnInventoryReset(bool mediumcoreRespawn) { base.OnInventoryReset(mediumcoreRespawn); if (starterSet == -1) { starterSet = StarterSet.SelectedSet; } StarterSet set = StarterSet.Sets[starterSet]; for (int i = 0; i < set.Items.Length; i++) { player.inventory[i].netDefaults(set.Items[i]); } player.armor[0].SetDefaults(set.ArmourHead); player.armor[1].SetDefaults(set.ArmourBody); player.armor[2].SetDefaults(set.ArmourLegs); for (int i = 0; i < MWorld.localAccessories.Length; i++) { MWorld.localAccessories[i] = new Item(); } MWorld.localTome = new Item(); StarterSet.SelectedSet = 0; }
public override void Draw(SpriteBatch sb, bool mouseOver) { //base.Draw(sb, mouseOver); StarterSet set = StarterSet.Sets[StarterSet.SelectedSet]; Item drawItem = new Item(); for (int i = 0; i < set.Items.Length; i++) { drawItem.netDefaults(set.Items[i]); DrawItem(drawItem, sb, position + new Vector2(0f, i * (drawItem.GetTexture().Height + 5f))); //sb.Draw(drawItem.GetTexture(), position + new Vector2(0f, i * (drawItem.GetTexture().Height + 5f)), ComposeColour(drawItem)); } if (set.ArmourHead != 0) { drawItem.netDefaults(set.ArmourHead); DrawItem(drawItem, sb, position + new Vector2(ARMOUR_OFFSET, 0f)); //sb.Draw(drawItem.GetTexture(), position + new Vector2(ARMOUR_OFFSET, 0f ), ComposeColour(drawItem)); } if (set.ArmourBody != 0) { drawItem.netDefaults(set.ArmourBody); DrawItem(drawItem, sb, position + new Vector2(ARMOUR_OFFSET, 2f * drawItem.GetTexture().Height + 5f)); //sb.Draw(drawItem.GetTexture(), position + new Vector2(ARMOUR_OFFSET, 2f * drawItem.GetTexture().Height + 5f), ComposeColour(drawItem)); } if (set.ArmourLegs != 0) { drawItem.netDefaults(set.ArmourLegs); DrawItem(drawItem, sb, position + new Vector2(ARMOUR_OFFSET, 4f * drawItem.GetTexture().Height + 10f)); //sb.Draw(drawItem.GetTexture(), position + new Vector2(ARMOUR_OFFSET, 4f * drawItem.GetTexture().Height + 10f), ComposeColour(drawItem)); } }