public override void Update(MouseState Mouse, KeyboardState KeyBoard, GameTime gameTime, int cX, int cY) { for (int Column = 0; Column < ColumnCount; Column++) //X { for (int Row = 0; Row < RowCount; Row++) //Y { int ItemKey = Row * ColumnCount + Column; if (ItemKey < inventory.Slots.Length) { //GameObjectsManager.Items[Inventory.Slots[ItemKey].ID].Variant[Inventory.Slots[ItemKey].Variant].Draw(spriteBatch, new Rectangle(SizeBox.X + cX + Column * 64 + 16, SizeBox.Y + cY + Row * 64 + 16, 32, 32), Color.White, gameTime); if (new Rectangle(SizeBox.X + cX + Column * 64 + 16, SizeBox.Y + cY + Row * 64 + 16, 32, 32).Contains(Engine.MouseCursor.MouseLocation)) { if (lastMouseState.LeftButton == ButtonState.Pressed && currentMouseState.LeftButton == ButtonState.Released) { Inventory.ObjItem s = inventory.Slots[ItemKey]; inventory.Slots[ItemKey] = Engine.MouseCursor.Item; Engine.MouseCursor.Item = s; } } } } } base.Update(Mouse, KeyBoard, gameTime, cX, cY); }
public Recipe(Inventory.ObjItem _Result, Inventory.ObjItem[] _Needs) { Result = _Result; Needs = _Needs; }