public void RemoveItemFromInventory(Item itemToRemove, int quantity = 1) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToRemove.ID); if (item == null) { } else { item.Quantity -= quantity; if (item.Quantity < 0) { item.Quantity = 0; } if (item.Quantity == 0) { Inventory.Remove(item); } RaiseInventoryChangedEvent(itemToRemove); } }
public void RemoveItemFromInventory(Item itemToRemove, int quantity = 1) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToRemove.ID); if (item == null) { // The item is not in the player's inventory, so ignore it. // We might want to raise an error for this situation } else { // They have the item in their inventory, so decrease the quantity item.Quantity -= quantity; // Don't allow negative quantities. // We might want to raise an error for this situation if (item.Quantity < 0) { item.Quantity = 0; } // If the quantity is zero, remove the item from the list if (item.Quantity == 0) { Inventory.Remove(item); } // Notify the UI that the inventory has changed RaiseInventoryChangedEvent(itemToRemove); } }
public void RemoveItemFromInventory(Item itemToRemove, int quantity = 1) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToRemove.ID); if (item == null) { // The item is not in the player's inventory, so ignore it. // We might want to raise an error for this situation } else { item.Quantity -= quantity; // Don't allow negative quantities. // We might want to raise an error for this situation if (item.Quantity < 0) { item.Quantity = 0; } if (item.Quantity == 0) { Inventory.Remove(item); } RaiseInventoryChangedEvent(itemToRemove); } }
public void RemoveItemFromInventory(Item itemToRemove, int quantity = 1) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToRemove.ID); if (item == null) { //Might want to raise an error here, currently ignore if player doesn't have item } else { item.Quantity -= quantity; //Might want to raise error for attempted negative inventory if (item.Quantity < 0) { item.Quantity = 0; } //Remove item from list if quantity 0 if (item.Quantity == 0) { Inventory.Remove(item); } //Notify UI RaiseInventoryChangedEvent(itemToRemove); } }
public void RemoveItemFromInventory(Item itemToRemove, int quantity = 1) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToRemove.ID); if (item == null) { //No item in players inventory - Possible error raised?! } else { item.Quantity -= quantity; //Don't allow negative quantities - Possible error raised?! if (item.Quantity < 0) { item.Quantity = 0; } if (item.Quantity == 0) { Inventory.Remove(item); } RaiseInventoryChangedEvent(itemToRemove); } }
public void RemoveItemFromInventory(Item itemToRemove, int quantity = 1) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToRemove.ID); if (item == null) { //TODO: тук трябва да се изведе грешка, че избраният предмет не е в Inventory (нито potion, нито weapon) } else { // Предметът се съдържа в Inventory, намали Quantity с избрано quantity item.Quantity -= quantity; // Не трябва да имаме отрицателно количество if (item.Quantity < 0) { //TODO: тук отново трябва да се изведе грешка item.Quantity = 0; } // А ако количеството е 0, трябва да се премахне дадения предмет от "слота" if (item.Quantity == 0) { Inventory.Remove(item); } // Извикай функцията, която ще изпрати notification да се обнови екрана за промяна в Inventory (Weapons или Potions) RaiseInventoryChangedEvent(itemToRemove); } }
public void RemoveItemFromInventory(Item itemToRemove, int quantity = 1) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToRemove.ID); if (item == null) { //item is not in inventory so ignore //maybe raise error here } else { //item is in inventory, decrease quantity item.Quantity -= quantity; //no negative quantities //maybe raise error here if (item.Quantity < 0) { item.Quantity = 0; } //if quantity is 0, remove from list if (item.Quantity == 0) { Inventory.Remove(item); } //notify UI inventory has changed RaiseInventoryChangedEvent(itemToRemove); } }
public void RemoveItemFromInventory(Item itemToRemove, int quantity = 1) { Inventory item = Inventory.SingleOrDefault(ii => ii.Quantity == itemToRemove.ID); if (item == null) { // The item is not in the player's inventory, so ignore it. // We might want to raise an error for this situation //Console.WriteLine("Cannot drop an item you do not have."); } else { // They have the item in their inventory, so decrease the quantity item.Quantity -= quantity; // Don't allow negative quantities. // We might want to raise an error for this situation if (item.Quantity < 0) { item.Quantity = 0; } // If the quantity is zero, remove the item from the list if (item.Quantity == 0) { Inventory.Remove(item); } } }
public void RemoveItemFromInventory(Item itemToRemove, int quantity = 1) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToRemove.ID); if (item == null) { //Item not in the inventory } else { //You have the item in your inventory, so decrease the quantity item.Quantity -= quantity; //Don't allow the negative quantities if (item.Quantity < 0) { item.Quantity = 0; } //If the quantity is zero, remove the item from the list if (item.Quantity == 0) { Inventory.Remove(item); } //Notify the UI that the inventory has changed RaiseInventoryChangedEvent(itemToRemove); } }
public void RemoveItem(InventoryItem item, int quantity) { item.Quantity -= quantity; if (item.Quantity <= 0) { Inventory.Remove(item); CallInventoryChangedEvent(item.Details); } }
public void RemoveItemFromInventory(_items itemToRemove, int quantity = 1) { Inventory item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToRemove.ID); if (item != null) { item.Quantity -= quantity; if (item.Quantity == 0) { Inventory.Remove(item); } raiseInventoryChangedEvent(itemToRemove); } }
public void RemoveItemFromInventory(int itemID, int quantity = 1) { InventoryItem invItem = Inventory.SingleOrDefault(ii => ii.ID == itemID); if (invItem != null) { invItem.Quantity -= quantity; if (invItem.Quantity <= 0) { Inventory.Remove(invItem); } RaiseInventoryChangedEvent(invItem.Data); } }
public bool RemoveItemFromInventory(Item itemToRemove) //the bool returns success. True means it worked, false means it failed. { foreach (InventoryItem ii in Inventory) { if (ii.Details == itemToRemove & ii.Quantity > 0) { ii.Quantity -= 1; if (ii.Quantity == 0) { Inventory.Remove(ii); } return(true); } } return(false); }
public void RemoveQuestCompletionItems(Quest quest) { List <int> markItemForDeletion = new List <int>(); foreach (QuestCompletionItem questItem in quest.QuestCompletionItems) // (int i = 0; i < quest.QuestCompletionItems.Count; i++) { InventoryItem item = Inventory.SingleOrDefault(a => a.Details.ID == questItem.Details.ID); if (item != null) { item.Quantity -= questItem.Quantity; if (item.Quantity == 0) { Inventory.Remove(item); } } } }
public void RemoveQuestCompletionItems(Quest quest) { foreach (QuestCompletionItem qci in quest.QuestCompletionItems) { foreach (InventoryItem ii in Inventory) { if (ii.Details.ID == qci.Details.ID) { // Subtract the quantity from the player's inventory that was needed to complete the quest ii.Quantity -= qci.Quantity; if (ii.Quantity == 0) { Inventory.Remove(ii); } break; } } } }
public void RemoveItemFromInventory(Item item) { Inventory.Remove(item); InventoryItem inventoryItemToRemove = GroupedInventory.FirstOrDefault(gi => gi.GameItem == item); if (inventoryItemToRemove != null) { if (inventoryItemToRemove.Quantity == 1) { GroupedInventory.Remove(inventoryItemToRemove); } else { inventoryItemToRemove.Quantity--; } } OnPropertyChanged(nameof(Weapons)); OnPropertyChanged(nameof(Armors)); OnPropertyChanged(nameof(Gloves)); OnPropertyChanged(nameof(Boots)); }
private InventoryItem RemoveItemFromInventory(Item details, int quantity) { if (details == null) { return(null); } foreach (InventoryItem inventoryItem in Inventory) { if (details.ID == inventoryItem.Details.ID) { int removeQuantity = (quantity < inventoryItem.Quantity) ? quantity : inventoryItem.Quantity; InventoryItem removeItems = new InventoryItem(details, removeQuantity); inventoryItem.Quantity -= removeQuantity; if (inventoryItem.Quantity <= 0) { Inventory.Remove(inventoryItem); } return(removeItems); } } return(null); }
public void RemoveItemFromInventory(Item itemToRemove, int quantity = 1) { if (quantity <= 0) { return; } InventoryItem item = Inventory.SingleOrDefault(a => a.Details.ID == itemToRemove.ID); if (item == null) { return; } else { item.Quantity -= quantity; if (item.Quantity <= 0) { Inventory.Remove(item); } } }