public void SetMaxBank(DatabaseConnection dbConnection, int max, bool saveBank)
        {
            MaxBank = max;
            for (int i = 1; i <= MaxBank; i++)
            {
                if (!Bank.ContainsKey(i))
                {
                    Characters.InventoryItem invItem = new Characters.InventoryItem();
                    playerData.Bank.Add(i, invItem);
                    Bank.Add(i, new InventoryItem(invItem));
                }
            }
            //no need to send bank
            //really that easy?

            if (saveBank)
            {
                PlayerDataManager.SavePlayerBank(dbConnection.Database, playerData);
            }
        }
        public void SetMaxInv(DatabaseConnection dbConnection, int max, bool saveInv)
        {
            MaxInv = max;
            for (int i = 1; i <= MaxInv; i++)
            {
                if (!Inventory.ContainsKey(i))
                {
                    Characters.InventoryItem invItem = new Characters.InventoryItem();
                    playerData.Inventory.Add(i, invItem);
                    Inventory.Add(i, new InventoryItem(invItem));
                }
            }
            Messenger.SendInventory(client);
            //really that easy?

            if (saveInv)
            {
                PlayerDataManager.SavePlayerInventory(dbConnection.Database, playerData);
            }
        }
Esempio n. 3
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 public InventoryItem(Characters.InventoryItem baseInventoryItem)
 {
     this.baseInventoryItem = baseInventoryItem;
 }
Esempio n. 4
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 public InventoryItem()
 {
     this.baseInventoryItem = new Characters.InventoryItem();
 }
        public void SetMaxInv(DatabaseConnection dbConnection, int max, bool saveInv)
        {
            MaxInv = max;
            for (int i = 1; i <= MaxInv; i++) {
                if (!Inventory.ContainsKey(i)) {
                    Characters.InventoryItem invItem = new Characters.InventoryItem();
                    playerData.Inventory.Add(i, invItem);
                    Inventory.Add(i, new InventoryItem(invItem));
                }
            }
            Messenger.SendInventory(client);
            //really that easy?

            if (saveInv) {
                PlayerDataManager.SavePlayerInventory(dbConnection.Database, playerData);
            }
        }
        public void SetMaxBank(DatabaseConnection dbConnection, int max, bool saveBank)
        {
            MaxBank = max;
            for (int i = 1; i <= MaxBank; i++) {
                if (!Bank.ContainsKey(i)) {
                    Characters.InventoryItem invItem = new Characters.InventoryItem();
                    playerData.Bank.Add(i, invItem);
                    Bank.Add(i, new InventoryItem(invItem));
                }
            }
            //no need to send bank
            //really that easy?

            if (saveBank) {
                PlayerDataManager.SavePlayerBank(dbConnection.Database, playerData);
            }
        }
Esempio n. 7
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 public InventoryItem(Characters.InventoryItem baseInventoryItem)
 {
     this.baseInventoryItem = baseInventoryItem;
 }
Esempio n. 8
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 public InventoryItem()
 {
     this.baseInventoryItem = new Characters.InventoryItem();
 }