Esempio n. 1
0
    void Start()
    {
        QuestItemsClasses.AddAllItems();
        CraftedItemsClasses.AddAllItems();
        CraftMaterialsClasses.AddAllItems();
        PremadeItemsClasses.AddAllItems();

        LoadCharacter();
    }
Esempio n. 2
0
 public void GiveCraftMats()
 {
     for (int i = 0; i < 20; i++)
     {
         player.AddItem(CraftMaterialsClasses.Copper());
         player.AddItem(CraftMaterialsClasses.Linen());
         player.AddItem(CraftMaterialsClasses.Wood());
     }
 }
Esempio n. 3
0
    void FindHarvestItem()
    {
        switch (itemDropped)
        {
        case HarvestItem.Wood:
            HarvestedItem = CraftMaterialsClasses.Wood();
            break;

        case HarvestItem.Linen:
            HarvestedItem = CraftMaterialsClasses.Linen();
            break;

        case HarvestItem.Copper:
            HarvestedItem = CraftMaterialsClasses.Copper();
            break;

        default:
            HarvestedItem = CraftMaterialsClasses.Wood();
            break;
        }
    }
Esempio n. 4
0
    public void GetMatsInfo(Item item)
    {
        itemsNeeded = new List <Item>();

        switch (item.RequiredLevel)
        {
        case 1:
            AddToItemsNeeded(CraftMaterialsClasses.Wood(), 1);
            AddToItemsNeeded(CraftMaterialsClasses.Linen(), 1);
            AddToItemsNeeded(CraftMaterialsClasses.Copper(), 1);
            break;

        case 10:
            AddToItemsNeeded(CraftMaterialsClasses.Wood(), 3);
            AddToItemsNeeded(CraftMaterialsClasses.Linen(), 3);
            AddToItemsNeeded(CraftMaterialsClasses.Copper(), 3);
            break;

        case 20:
            AddToItemsNeeded(CraftMaterialsClasses.Wood(), 5);
            AddToItemsNeeded(CraftMaterialsClasses.Linen(), 5);
            AddToItemsNeeded(CraftMaterialsClasses.Copper(), 5);
            break;

        case 30:
            AddToItemsNeeded(CraftMaterialsClasses.Wood(), 5);
            AddToItemsNeeded(CraftMaterialsClasses.Linen(), 5);
            AddToItemsNeeded(CraftMaterialsClasses.Copper(), 5);
            break;

        case 50:
            AddToItemsNeeded(CraftMaterialsClasses.Wood(), 5);
            AddToItemsNeeded(CraftMaterialsClasses.Linen(), 5);
            AddToItemsNeeded(CraftMaterialsClasses.Copper(), 5);
            break;

        case 75:
            AddToItemsNeeded(CraftMaterialsClasses.Wood(), 5);
            AddToItemsNeeded(CraftMaterialsClasses.Linen(), 5);
            AddToItemsNeeded(CraftMaterialsClasses.Copper(), 5);
            break;
        }

        int multiplier = 1;

        if (item.ItemType == ItemEquipType.Clothing)
        {
            Armor armor = item as Armor;
            if (armor.Slot == EquipmentSlot.Helmet || armor.Slot == EquipmentSlot.Back)
            {
                multiplier = 1;
            }
            else if (armor.Slot == EquipmentSlot.Boots || armor.Slot == EquipmentSlot.Gloves)
            {
                multiplier = 2;
            }
            else if (armor.Slot == EquipmentSlot.Pants || armor.Slot == EquipmentSlot.Chest)
            {
                multiplier = 4;
            }
        }
        else if (item.ItemType == ItemEquipType.Weapon)
        {
            multiplier = 4;
        }

        string tempDebug = "We need \n";

        for (int i = 0; i < itemsNeeded.Count; i++)
        {
            itemsNeeded[i].CurStacks *= multiplier;
            tempDebug += itemsNeeded[i].Name + " x" + itemsNeeded[i].CurStacks + "\n";
        }

        //Debug.Log (tempDebug); if you want to debug items needed

        return;
    }