public Merchant(int x, int y) : base(x, y) { inv = new MerchantInventory(); mM = new MerchantMenu(); isTrading = false; }
public void SetMerchant(Player p, Character c) { _merchant = c; _conversationManager.ClearConversations(); Conversations list = GameRef.Content.Load <Conversations>(@"SilverProphet\MerchantConversations\" + _merchant.Name); _conversation = list.ConversationList[_merchant.Name]; if (!_merchantManager.ContainsMerchant(_merchant.Name)) { _inventory = GameRef.Content.Load <MerchantInventory>(@"SilverProphet\MerchantInventories\" + _merchant.Name); } else { _inventory = _merchantManager.GetMerchant(_merchant.Name); } player = p; _portrait = c.Portrait; _mode = MerchantMode.Talk; _selectedIndex = 0; _selectedItem = ""; _conversation.StartConversation(); }
/// <summary>Assigns all controls to something usable in code.</summary> private void AssignControls() { HeroInventory = (GridInventory)GetNode("HeroInventory"); MerchantInventory = (MerchantInventory)GetNode("MerchantInventory"); HeroEquipment = (GridEquipment)GetNode("HeroEquipment"); HeroInventory.SetUpInventory(GameState.CurrentHero.Inventory); HeroEquipment.SetUpEquipment(GameState.CurrentHero.Equipment, GameState.CurrentHero.Level, GameState.CurrentHero.Class); MerchantInventory.SetUpInventory(GameState.MerchantInventory.Where(itm => itm.IsSold).ToList()); }