Exemple #1
0
        // OnDeactivate is called when the UserInterface switches to a different state. In this mod, we switch between no state (null) and this state (ExamplePersonUI).
        // Using OnDeactivate is useful for clearing out Item slots and returning them to the player, as we do here.
        public override void OnDeactivate()
        {
            VampireNecklaceType VNType = Main.LocalPlayer.GetModPlayer <VampireNecklaceType>();

            if (IsBought && VNType.CheckHolding())
            {
                if (!_vanillaItemSlot.Item.IsAir)
                {
                    _vanillaItemSlot.Item.TurnToAir();
                }
            }
            else
            {
                Main.LocalPlayer.QuickSpawnClonedItem(_vanillaItemSlot.Item, _vanillaItemSlot.Item.stack);
                _vanillaItemSlot.Item.TurnToAir();
            }
        }
Exemple #2
0
        public SkinInventoryItemSlots(int Iteration, int context = ItemSlot.Context.ShopItem, float scale = 1f)
        {
            VampireNecklaceType VNType = Main.LocalPlayer.GetModPlayer <VampireNecklaceType>();

            _context = ItemSlot.Context.ShopItem;
            _scale   = scale;
            Item     = new Item();
            switch (Iteration)
            {
            case 0:
                if (VNType.PlayerProgress >= 1)
                {
                    Item.SetDefaults(ModContent.ItemType <Items.Accessories.VampNecklaces.VampNecklaceSlime>());
                }
                break;

            case 1:
                if (VNType.PlayerProgress >= 2)
                {
                    Item.SetDefaults(ModContent.ItemType <Items.Accessories.VampNecklaces.VampNecklaceEye>());
                }
                break;

            case 2:
                if (VNType.PlayerProgress >= 3)
                {
                    Item.SetDefaults(ModContent.ItemType <Items.Accessories.VampNecklaces.VampNecklaceEow>());
                }
                break;

            case 3:
                if (VNType.PlayerProgress >= 3)
                {
                    Item.SetDefaults(ModContent.ItemType <Items.Accessories.VampNecklaces.VampNecklaceBrain>());
                }
                break;

            case 4:
                if (VNType.PlayerProgress >= 4)
                {
                    Item.SetDefaults(ModContent.ItemType <Items.Accessories.VampNecklaces.VampNecklaceBee>());
                }
                break;

            case 5:
                if (VNType.PlayerProgress >= 5)
                {
                    Item.SetDefaults(ModContent.ItemType <Items.Accessories.VampNecklaces.VampNecklaceSkeletron>());
                }
                break;

            case 6:
                if (VNType.PlayerProgress >= 6)
                {
                    Item.SetDefaults(ModContent.ItemType <Items.Accessories.VampNecklaces.VampNecklaceWof>());
                }
                break;

            case 7:
                if (VNType.PlayerProgress >= 7)
                {
                    Item.SetDefaults(ModContent.ItemType <Items.Accessories.VampNecklaces.VampNecklaceDestroyer>());
                }
                break;

            case 8:
                if (VNType.PlayerProgress >= 8)
                {
                    Item.SetDefaults(ModContent.ItemType <Items.Accessories.VampNecklaces.VampNecklaceTwins>());
                }
                break;

            case 9:
                if (VNType.PlayerProgress >= 9)
                {
                    Item.SetDefaults(ModContent.ItemType <Items.Accessories.VampNecklaces.VampNecklaceSkeletronPrime>());
                }
                break;

            case 10:
                if (VNType.PlayerProgress >= 10)
                {
                    Item.SetDefaults(ModContent.ItemType <Items.Accessories.VampNecklaces.VampNecklacePlantera>());
                }
                break;

            case 11:
                if (VNType.PlayerProgress >= 11)
                {
                    Item.SetDefaults(ModContent.ItemType <Items.Accessories.VampNecklaces.VampNecklaceGolem>());
                }
                break;

            case 12:
                if (VNType.PlayerProgress >= 12)
                {
                    Item.SetDefaults(ModContent.ItemType <Items.Accessories.VampNecklaces.VampNecklaceDukeFishron>());
                }
                break;

            case 13:
                if (VNType.PlayerProgress >= 13)
                {
                    Item.SetDefaults(ModContent.ItemType <Items.Accessories.VampNecklaces.VampNecklaceCultist>());
                }
                break;

            case 14:
                if (VNType.PlayerProgress >= 14)
                {
                    Item.SetDefaults(ModContent.ItemType <Items.Accessories.VampNecklaces.VampNecklaceMoonLord>());
                }
                break;

            case 15:
                Item.SetDefaults(ModContent.ItemType <Items.Accessories.VampNecklace>());
                break;

            default:
                Item.SetDefaults(0);
                break;
            }
            Width.Set(Main.inventoryBack9Texture.Width * scale, 0f);
            Height.Set(Main.inventoryBack9Texture.Height * scale, 0f);
        }