public void Unequip(Equipment equipment) { switch (equipment.EquipmentType) { case EquipmentTypes.Helmet: Inventory.Add(Equipment.Helmet); Equipment.Helmet = null; break; case EquipmentTypes.Armor: Inventory.Add(Equipment.Armor); Equipment.Armor = null; break; case EquipmentTypes.Boots: Inventory.Add(Equipment.Boots); Equipment.Boots = null; break; case EquipmentTypes.Amulet: Inventory.Add(Equipment.Amulet); Equipment.Amulet = null; break; case EquipmentTypes.Shield: Inventory.Add(Equipment.Shield); Equipment.Shield = null; break; case EquipmentTypes.Ring: break; default: break; } }
private void btnNewItem_Click(object sender, EventArgs e) { ItemTypes type = (ItemTypes)cbbNewItemType.SelectedIndex; Item it; switch (type) { case ItemTypes.Usable: it = new Item() { Type = ItemTypes.Usable, Name = "Item" }; break; case ItemTypes.Equipment: it = new Equipment() { Type = ItemTypes.Equipment, Name = "Equipment" }; break; case ItemTypes.Weapon: it = new Weapon() { Type = ItemTypes.Weapon, Name = "Weapon" }; break; default: it = new Item() { Type = ItemTypes.Usable, Name = "Item" }; break; } Items.Add(it); lbxItems.DataSource = null; lbxItems.ValueMember = "Id"; lbxItems.DisplayMember = "Name"; lbxItems.DataSource = Items; lbxItems.SelectedIndex = Items.Count - 1; }
public void EquipItem(Equipment equipment) { switch (equipment.EquipmentType) { case EquipmentTypes.Helmet: if (Equipment.Helmet != null) { Inventory.Add(Equipment.Helmet); } Inventory.Remove(equipment); Equipment.Helmet = equipment; break; case EquipmentTypes.Armor: if (Equipment.Armor != null) { Inventory.Add(Equipment.Armor); } Inventory.Remove(equipment); Equipment.Armor = equipment; break; case EquipmentTypes.Boots: if (Equipment.Boots != null) { Inventory.Add(Equipment.Boots); } Inventory.Remove(equipment); Equipment.Boots = equipment; break; case EquipmentTypes.Amulet: if (Equipment.Amulet != null) { Inventory.Add(Equipment.Amulet); } Inventory.Remove(equipment); Equipment.Amulet = equipment; break; case EquipmentTypes.Shield: if (Equipment.Shield != null) { Inventory.Add(Equipment.Shield); } Inventory.Remove(equipment); Equipment.Shield = equipment; break; case EquipmentTypes.Ring: break; default: break; } }
private void DrawEquipmentStats(Equipment eq) { Equipment playerEq = null; switch (eq.EquipmentType) { case EquipmentTypes.Helmet: playerEq = Player.Equipment.Helmet; break; case EquipmentTypes.Armor: playerEq = Player.Equipment.Armor; break; case EquipmentTypes.Boots: playerEq = Player.Equipment.Boots; break; case EquipmentTypes.Amulet: playerEq = Player.Equipment.Amulet; break; case EquipmentTypes.Ring: playerEq = Player.Equipment.Ring; break; case EquipmentTypes.Shield: playerEq = Player.Equipment.Shield; break; default: break; } if (eq.Armor > 0) DrawEquipmentStat(LanguageConfig.Config.Armor, eq.Armor, playerEq == null ? 0 : playerEq.Armor); if (eq.MagicResistance > 0) DrawEquipmentStat(LanguageConfig.Config.MagicResistAbreviation, eq.Armor, playerEq == null ? 0 : playerEq.Armor); //if (eq.Wisdom > 0) DrawEquipmentStat(LanguageConfig.Config.Wisdom, eq.Wisdom, playerEq == null ? 0 : playerEq.Wisdom); if (eq.Spirit > 0) DrawEquipmentStat(LanguageConfig.Config.Intelligence, eq.Spirit, playerEq == null ? 0 : playerEq.Spirit); if (eq.Strength > 0) DrawEquipmentStat(LanguageConfig.Config.Strength, eq.Strength, playerEq == null ? 0 : playerEq.Strength); if (eq.Agility > 0) DrawEquipmentStat(LanguageConfig.Config.Agility, eq.Agility, playerEq == null ? 0 : playerEq.Agility); if (eq.Dexterity > 0) DrawEquipmentStat(LanguageConfig.Config.Dexterity, eq.Dexterity, playerEq == null ? 0 : playerEq.Dexterity); }