Esempio n. 1
0
        private void StartupVariables()
        {
            RunningCost = 10;
            Equipment = new EquipmentSlots();
            Stats = new CharacterStats();
            Stats.Equipment = Equipment;
            CollisionRadius = 25f;
            movementInterval = 20f;
            AttackDelay = 300;
            Class = new ClassInformation();
            Skills = new List<Skill>();
            StatusEffects = new List<StatusEffect>();
            OnHitEffects = new List<StatusEffect>();
            Inventory = new Inventory();
            ComboManager = new ComboManager {Attacks = 2, CurrentAttackIndex = 0};

            Melee = new Weapon
            {
                AttackAngle = 180,
                AttackRange = 30,
                AttackPower = 5,
                Cooldown = 700f,
                Name = "None"
            };

            Facing = Direction.Down;
            Behavior = new BehaviorEngine();
            Name = string.Empty;
            ActionState = ActionState.Idle;
            IsAlive = true;
        }
Esempio n. 2
0
 public void Unequip(Weapon weapon)
 {
     Inventory.Add(weapon);
     Equipment.MainWeapon = null;
 }
Esempio n. 3
0
 public void EquipWeapon(Weapon weapon, WeaponSlot destinationSlot)
 {
     switch (destinationSlot)
     {
         case WeaponSlot.Main:
             Equipment.MainWeapon = weapon;
             break;
         case WeaponSlot.Secondary:
             Equipment.SecondaryWeapon = weapon;
             break;
     }
 }
Esempio n. 4
0
 public void EquipItem(Weapon weapon)
 {
     if (Equipment.MainWeapon != null)
         Inventory.Add(Equipment.MainWeapon);
     Inventory.Remove(weapon);
     Equipment.MainWeapon = weapon;
 }
        private void btnNewItem_Click(object sender, EventArgs e)
        {
            ItemTypes type = (ItemTypes)cbbNewItemType.SelectedIndex;
            Item it;

            switch (type)
            {
                case ItemTypes.Usable:
                    it = new Item() { Type = ItemTypes.Usable, Name = "Item" };
                    break;
                case ItemTypes.Equipment:
                    it = new Equipment() { Type = ItemTypes.Equipment, Name = "Equipment" };
                    break;
                case ItemTypes.Weapon:
                    it = new Weapon() { Type = ItemTypes.Weapon, Name = "Weapon" };
                    break;
                default:
                    it = new Item() { Type = ItemTypes.Usable, Name = "Item" };
                    break;
            }

            Items.Add(it);

            lbxItems.DataSource = null;
            lbxItems.ValueMember = "Id";
            lbxItems.DisplayMember = "Name";
            lbxItems.DataSource = Items;

            lbxItems.SelectedIndex = Items.Count - 1;
        }
 private void DrawWeaponStats(Weapon weap)
 {
     DrawEquipmentStat(LanguageConfig.Config.AttackRange, weap.AttackRange,
         Player.CurrentWeapon == null ? 0 : Player.CurrentWeapon.AttackRange);
     DrawEquipmentStat(LanguageConfig.Config.AttackPower, weap.AttackPower,
         Player.CurrentWeapon == null ? 0 : Player.CurrentWeapon.AttackPower);
     DrawEquipmentStat("Stamina", weap.StaminaCost, Player.CurrentWeapon.StaminaCost);
 }