public Item[] items; //Hold all the items this window has inside it. public Windows(WindowType type, Point3 pos, World world, Player p) { try { id = FreeId(); this.type = (byte)type; this.p = p; crafting = new Crafting(p, 9); switch (Type) { case WindowType.Chest: name = "Chest"; //We change this to "Large Chest" Later if it needs it :3 container = world.GetBlockContainer(pos); items = container.Items; container.AddPlayer(p); break; case WindowType.Dispenser: name = "Workbench"; //container = world.GetBlockContainer(pos); // We don't have a container for this yet. items = new Item[9]; break; case WindowType.Furnace: name = "Furnace"; //container = world.GetBlockContainer(pos); // We don't have a container for this yet. items = new Item[3]; break; case WindowType.Workbench: name = "Dispenser"; items = new Item[10]; break; case WindowType.EnchantmentTable: name = "Enchant"; items = new Item[1]; break; case WindowType.BrewingStand: name = "Brewing Stand"; //container = world.GetBlockContainer(pos); // We don't have a container for this yet. items = new Item[4]; break; } if (Type == WindowType.Workbench || Type == WindowType.EnchantmentTable) { for (int i = 0; i < InventorySize; i++) { items[i] = Item.Nothing; } } } catch { Logger.Log("Error making window!"); } }
public Inventory(Player pl) { p = pl; items = new Item[45]; crafting = new Crafting(pl, 4); for (int i = 0; i < items.Length; i++) items[i] = Item.Nothing; current_index = 36; }
public Inventory(Player pl) { p = pl; items = new Item[45]; crafting = new Crafting(pl, 4); for (int i = 0; i < items.Length; i++) { items[i] = Item.Nothing; } current_index = 36; }
byte type; //This holds type information, used in deciding which kind of window we need to send. #endregion Fields #region Constructors public Windows(WindowType type, Point3 pos, World world, Player p) { try { id = FreeId(); this.type = (byte)type; this.p = p; crafting = new Crafting(p, 9); switch (Type) { case WindowType.Chest: name = "Chest"; //We change this to "Large Chest" Later if it needs it :3 container = world.GetBlockContainer(pos); items = container.Items; container.AddPlayer(p); break; case WindowType.Dispenser: name = "Workbench"; //container = world.GetBlockContainer(pos); // We don't have a container for this yet. items = new Item[9]; break; case WindowType.Furnace: name = "Furnace"; //container = world.GetBlockContainer(pos); // We don't have a container for this yet. items = new Item[3]; break; case WindowType.Workbench: name = "Dispenser"; items = new Item[10]; break; case WindowType.EnchantmentTable: name = "Enchant"; items = new Item[1]; break; case WindowType.BrewingStand: name = "Brewing Stand"; //container = world.GetBlockContainer(pos); // We don't have a container for this yet. items = new Item[4]; break; } if (Type == WindowType.Workbench || Type == WindowType.EnchantmentTable) { for (int i = 0; i < InventorySize; i++) items[i] = Item.Nothing; } } catch { Logger.Log("Error making window!"); } }