/// <summary> /// cTor: Create a UserControl.. /// </summary> /// <param name="item">The GITem ID of this one</param> /// <param name="proto">A label Prototype to derive from</param> public B_Prct(VItem item, Label proto) : base(item, proto) { m_unit = ""; m_default = DefaultString("+___%"); Text = UnitString(m_default); }
/// <summary> /// cTor: Create a UserControl.. /// </summary> /// <param name="item">The GITem ID of this one</param> /// <param name="proto">A label Prototype to derive from</param> public B_Text(VItem item, Label proto) : base(item, proto) { m_unit = ""; m_default = "_____"; Text = UnitString(m_default); }
public override void PostUpdate() { if (Main.mouseItem != mouse) { mouse = Main.mouseItem; // cache mouse item } if (player.selectedItem != selected) { selected = player.selectedItem; // cache selected item } if (mouse != null && mouse.IsValid() && mouse.Enchantable() && (mouse.IsWeapon() || mouse.IsTool())) { VitriBuff data = VItem.GetData(mouse).buff; if (data != null) { player.AddBuff(data.GetType().Name); } } else if (player.inventory[selected] != null && player.inventory[selected].IsValid() && player.inventory[selected].Enchantable() && (player.inventory[selected].IsWeapon() || player.inventory[selected].IsTool())) { VitriBuff data = VItem.GetData(player.inventory[selected]).buff; if (data != null) { player.AddBuff(data.GetType().Name); } } if (equips.Length < 8 + player.extraAccessorySlots) { Array.Resize(ref equips, 8 + player.extraAccessorySlots); // account for dark heart and similar items } for (int i = 0; i < 8 + player.extraAccessorySlots; i++) { if (equips[i] != player.armor[i]) { equips[i] = player.armor[i]; // cache player armor and accessories that aren't vanity or dyes //Main.NewText($"Equipped {equips[i]?.Name}"); } if (equips[i] != null && equips[i].IsValid() && equips[i].Enchantable()) { VitriBuff data = VItem.GetData(equips[i]).buff; if (data != null) { player.AddBuff(data.GetType().Name); } } } }
public override bool PreAI(Projectile projectile) { if (projectile.minion && buff == null) { buff = VItem.GetData(Main.player[projectile.owner].inventory[Main.player[projectile.owner].selectedItem]).buff; } return(base.PreAI(projectile)); }
} // readonly public ClickedEventArgs(VItem item) { Item = item; }