public void TestAddItems() { Inventory.Inventory inventory = new Inventory.Inventory(10); Item sword = new Item("Sword", 3, ItemType.equipment); Item potion = new Item("Potion", 2, ItemType.consumable); Item map = new Item("Map", 0, ItemType.key); inventory.Add(sword); inventory.Add(potion); inventory.Add(map); Assert.IsNotNull(inventory); }
public void TestAddItems() { Inventory.Inventory inventory = new Inventory.Inventory(10); Item sword = new Item("Sword", 3, ItemType.equipment); Item potion = new Item("Potion", 2, ItemType.consumable); Item map = new Item("Map", 0, ItemType.key); inventory.Add(sword); inventory.Add(potion); inventory.Add(map); Assert.IsTrue(inventory.GetSize() == 3); inventory.Remove(potion); Assert.IsTrue(inventory.GetSize() == 2); }
static void Main(string[] args) { Console.WriteLine("Initializing Systems..."); // Creates an inventory and items Console.WriteLine("Initializing Inventory..."); Inventory.Inventory inventory = new Inventory.Inventory(10); Item sword = new Item("Sword", 3, ItemType.equipment); Item potion = new Item("Potion", 2, ItemType.consumable); Item map = new Item("Map", 0, ItemType.key); // adds items into inventory Console.WriteLine("Filling Inventory..."); inventory.Add(sword); inventory.Add(potion); inventory.Add(map); Console.WriteLine("Initializing Character Manager"); Character.Character player; // load the character player = PersistentData.PersistentData.Deserialize <Character.Character>("player.xml"); if (player == null) { Console.WriteLine("No player found, creating new default character"); player = new Character.Character(100, Races.Elf, Alignments.Neutral); } CharacterManager characterManager = CharacterManager.Instance; characterManager.Player = player; Character.Character enemyOne = new Character.Character(50, Races.Orc, Alignments.ChaoticEvil); Character.Character enemyTwo = new Character.Character(50, Races.Orc, Alignments.NeutralEvil); characterManager.AddEnemy(enemyOne); characterManager.AddEnemy(enemyTwo); // TODO: create persistent data system // save the player Console.WriteLine("Saving player"); PersistentData.PersistentData.Serialize <Character.Character>(player, "character.xml"); Console.WriteLine("Press return to exit..."); Console.ReadKey(); }
static void Main(string[] args) { Console.WriteLine("Initializing Systems..."); // TODO: create inventory system Inventory.Inventory inventory = new Inventory.Inventory(5); Item item = new Item("A", 1, ItemType.consumable); Item item2 = new Item("B", 2, ItemType.consumable); Item item3 = new Item("C", 3, ItemType.consumable); Item item4 = new Item("D", 4, ItemType.consumable); inventory.Add(item); inventory.Add(item2); inventory.Add(item3); inventory.Add(item4); Console.WriteLine("Initializing Character Manager"); Character.Character player; // load the character player = PersistentData.PersistentData.Deserialize <Character.Character>("player.xml"); if (player == null) { Console.WriteLine("No player found, creating new default character"); player = new Character.Character(100, Races.Elf, Alignments.Neutral); } CharacterManager characterManager = CharacterManager.Instance; characterManager.Player = player; Character.Character enemyOne = new Character.Character(50, Races.Orc, Alignments.ChaoticEvil, "1", "masculine"); Character.Character enemyTwo = new Character.Character(50, Races.Orc, Alignments.NeutralEvil, "2", "masculine"); characterManager.AddEnemy(enemyOne); characterManager.AddEnemy(enemyTwo); // TODO: create persistent data system // save the player Console.WriteLine("Saving player"); PersistentData.PersistentData.Serialize <Character.Character>(player, "character.xml"); Console.WriteLine("Press return to exit..."); Console.ReadKey(); }
static void Main(string[] args) { Console.WriteLine("Initializing Systems..."); // TODO: create inventory system Inventory.Inventory mInv = new Inventory.Inventory(10); mInv.Add(new Item("Dai-Ryumyaku Jufuku of Fending", 1, ItemType.equipment)); mInv.Add(new Item("Max Potion", 1, ItemType.consumable)); mInv.Add(new Item("Max Ether", 1, ItemType.consumable)); mInv.Add(new Item("Diamond Sword", 1, ItemType.equipment)); mInv.Add(new Item("Diamond Shield", 1, ItemType.equipment)); mInv.Add(new Item("Silvergrace Earrings of Fending", 1, ItemType.equipment)); mInv.Add(new Item("Aether Compass", 1, ItemType.key)); mInv.Add(new Item("Empty Dalmascan Wine Bottle", 1, ItemType.key)); mInv.Add(new Item("Pazuzu Feather", 1, ItemType.key)); mInv.PrintInventory(); Console.WriteLine("Initializing Character Manager"); Character.Character player; // load the character player = PersistentData.PersistentData.Deserialize <Character.Character>("player.xml"); if (player == null) { Console.WriteLine("No player found, creating new default character"); player = new Character.Character(100, Race.Elf, Alignment.Neutral); } CharacterManager characterManager = CharacterManager.Instance; characterManager.Player = player; Character.Character enemyOne = new Character.Character(50, Race.Orc, Alignment.ChaoticEvil); Character.Character enemyTwo = new Character.Character(50, Race.Orc, Alignment.NeutralEvil); characterManager.AddEnemy(enemyOne); characterManager.AddEnemy(enemyTwo); // TODO: create persistent data system // save the player Console.WriteLine("Saving players and Enemys"); PersistentData.PersistentData.Serialize <CharacterManager>(characterManager, "character.xml"); Console.WriteLine("Press return to exit..."); Console.ReadKey(); }
IEnumerator TraceTarget() { RaycastHit2D[] hits = new RaycastHit2D[10]; int count = 0; Inventory inventory = null; do { count = Physics2D.CircleCastNonAlloc(transform.position, TraceRadius, Vector2.zero, hits, 0, 1 << 11); inventory = hits.Take(count) .Select(hit => hit.rigidbody?.GetComponent <GameEntity>()?.GetEntityComponent <Inventory>()) .Where(t => t && t.AutoPickup) .FirstOrDefault(); yield return(null); }while (!inventory); /*var movement = GetComponent<SimpleMovement>(); * movement.Velocity = PickupVelocity; * movement.StartMovement();*/ GetComponent <Rigidbody2D>().velocity = PickupVelocity; while (true) { var bodyCenter = inventory.Entity.transform.localToWorldMatrix.MultiplyPoint(inventory.Entity.GetComponent <Rigidbody2D>().centerOfMass); Debug.DrawLine(bodyCenter, transform.position); GetComponent <Rigidbody2D>().AddForce((inventory.Entity.transform.position - transform.position).normalized * Acceleration, ForceMode2D.Force); //movement.Acceleration = (inventory.Entity.transform.position - transform.position).normalized * Acceleration; if ((bodyCenter.ToVector2() - transform.position.ToVector2()).magnitude <= inventory.PickupDistance) { inventory.Add(Item); inventory.Entity.GetComponent <AudioController>().PlayEffect(Item.PickupSoundEffect); inventory.Entity.EventBus.Dispatch(EventPickup, Item); break; } yield return(null); } Destroy(gameObject); }