Esempio n. 1
0
 static Inventory()
 {
     MaterialCraftable[] requiredMaterials = new MaterialCraftable[] { new MaterialCraftable(rawMeat, 1) };
     cookedMeat = new InventoryCraftableFoodItem("Cooked Meat", "Meat that has been cooked", 0, 10, FoodType.Food, 0.25f, requiredMaterials);
 }
Esempio n. 2
0
        public void AddItemsSubMenu(UIMenu menu)
        {
            itemsSubMenu = Main.MasterMenuPool.AddSubMenu(menu, "Items", "See what useful items you are carrying");
            UIResRectangle rectangle1 = new UIResRectangle();

            rectangle1.Color = Color.FromArgb(0xff, Color.DarkGreen);
            UIResRectangle rectangle = rectangle1;

            itemsSubMenu.SetBannerType(rectangle);
            int num = 0;

            while (true)
            {
                if (num >= playerItemInventory.Count)
                {
                    itemsSubMenu.OnItemSelect += delegate(UIMenu sender, UIMenuItem item, int index) {
                        if (playerItemInventory[index].Amount <= 0)
                        {
                            UI.Notify("Cannot use ~b~" + item.Text + "~w~ as you are not carrying any.");
                        }
                        else if (playerItemInventory[index].GetType() == typeof(InventoryFoodItem))
                        {
                            InventoryFoodItem item2 = (InventoryFoodItem)playerItemInventory[index];
                            if (item2.FoodType == FoodType.Food)
                            {
                                if (Character.currentHungerLevel >= 1f)
                                {
                                    UI.Notify("Cannot use ~b~" + item.Text + "~w~ as your Hunger levels are full.");
                                }
                                else
                                {
                                    Character.currentHungerLevel += item2.Restore;
                                    if (Character.currentHungerLevel > 1f)
                                    {
                                        Character.currentHungerLevel = 1f;
                                    }
                                    InventoryItem local1 = playerItemInventory[index];
                                    local1.Amount--;
                                    object[] objArray1 = new object[] { "(", playerItemInventory[index].Amount, "/", playerItemInventory[index].MaxAmount, ")" };
                                    item.SetRightLabel(string.Concat(objArray1));
                                    UI.Notify("Used ~b~" + item.Text + "~w~ to replenish Hunger levels.");
                                }
                            }
                            else if (item2.FoodType == FoodType.Drink)
                            {
                                if (Character.currentThirstLevel >= 1f)
                                {
                                    UI.Notify("Cannot use ~b~" + item.Text + "~w~ as your Thirst levels are full.");
                                }
                                else
                                {
                                    Character.currentThirstLevel += item2.Restore;
                                    if (Character.currentThirstLevel > 1f)
                                    {
                                        Character.currentThirstLevel = 1f;
                                    }
                                    InventoryItem local2 = playerItemInventory[index];
                                    local2.Amount--;
                                    object[] objArray2 = new object[] { "(", playerItemInventory[index].Amount, "/", playerItemInventory[index].MaxAmount, ")" };
                                    item.SetRightLabel(string.Concat(objArray2));
                                    UI.Notify("Used ~b~" + item.Text + "~w~ to replenish Thirst levels.");
                                }
                            }
                        }
                        else if (playerItemInventory[index].GetType() == typeof(InventoryCraftableFoodItem))
                        {
                            InventoryCraftableFoodItem item3 = (InventoryCraftableFoodItem)playerItemInventory[index];
                            if (item3.FoodType == FoodType.Food)
                            {
                                if (Character.currentHungerLevel >= 1f)
                                {
                                    UI.Notify("Cannot use ~b~" + item.Text + "~w~ as your Hunger levels are full.");
                                }
                                else
                                {
                                    Character.currentHungerLevel += item3.Restore;
                                    if (Character.currentHungerLevel > 1f)
                                    {
                                        Character.currentHungerLevel = 1f;
                                    }
                                    InventoryItem local3 = playerItemInventory[index];
                                    local3.Amount--;
                                    object[] objArray3 = new object[] { "(", playerItemInventory[index].Amount, "/", playerItemInventory[index].MaxAmount, ")" };
                                    item.SetRightLabel(string.Concat(objArray3));
                                    UI.Notify("Used ~b~" + item.Text + "~w~ to replenish Hunger levels.");
                                }
                            }
                            else if (item3.FoodType == FoodType.Drink)
                            {
                                if (Character.currentThirstLevel >= 1f)
                                {
                                    UI.Notify("Cannot use ~b~" + item.Text + "~w~ as your Thirst levels are full.");
                                }
                                else
                                {
                                    Character.currentThirstLevel += item3.Restore;
                                    if (Character.currentThirstLevel > 1f)
                                    {
                                        Character.currentThirstLevel = 1f;
                                    }
                                    InventoryItem local4 = playerItemInventory[index];
                                    local4.Amount--;
                                    object[] objArray4 = new object[] { "(", playerItemInventory[index].Amount, "/", playerItemInventory[index].MaxAmount, ")" };
                                    item.SetRightLabel(string.Concat(objArray4));
                                    UI.Notify("Used ~b~" + item.Text + "~w~ to replenish Thirst levels.");
                                }
                            }
                        }
                    };
                    return;
                }
                itemsSubMenu.AddItem(new UIMenuItem(playerItemInventory[num].Name, playerItemInventory[num].Description));
                object[] objArray1 = new object[] { "(", playerItemInventory[num].Amount, "/", playerItemInventory[num].MaxAmount, ")" };
                itemsSubMenu.MenuItems[itemsSubMenu.MenuItems.Count - 1].SetRightLabel(string.Concat(objArray1));
                num++;
            }
        }