public PickUpOnCollide(WarTornLands.PlayerClasses.Items.Item item, int charges, int waitingTimeBetweenDrop) { _oneTime = false; _pushItemCooldown = new Counter.CounterManager(); _pushItemCooldown.AddCounter("cdDrop", waitingTimeBetweenDrop); _pushItemCooldown.Bang += new EventHandler<Counter.BangEventArgs>(_pushItemCooldown_Bang); _loot = item; }
public Inventory(WarTornLands.Entities.Modules.Think.Parts.SwingHitAbility swing) { _deltaWidth = (Game1.Instance.Window.ClientBounds.Width / _standardWidth); _deltaHeight = (Game1.Instance.Window.ClientBounds.Height / _standardHeight); _chestPicture = Game1.Instance.Content.Load<Texture2D>("sprite/treasureChest"); _potionPicture = Game1.Instance.Content.Load<Texture2D>("sprite/potion"); _keyPicture = Game1.Instance.Content.Load<Texture2D>("sprite/key"); _bosskeyPicture = Game1.Instance.Content.Load<Texture2D>("sprite/bosskey"); _radius = 100; _inventoryIsOpen = false; _inventoryIsOpen = false; _keys = new KeyStash(); Hammer = new HammerStash(swing); Drawer = new InventoryDrawer(this); }
public PickUpOnCollide(WarTornLands.PlayerClasses.Items.Item item) { _loot = item; }
public HammerStash(WarTornLands.Entities.Modules.Think.Parts.SwingHitAbility swing) { Use = new EventHandler(OnUse); swing.Use += Use; }
public ExplodeAndLoot(WarTornLands.PlayerClasses.Items.Item loot) { _pick = new PickUpOnCollide(loot); _explosion = AnimatedDrawer.Explosion; }
public PickUp(WarTornLands.PlayerClasses.Items.Item loot) { _loot = loot; }