// Called when the node enters the scene tree for the first time. public override void _Ready() { AssignControls(); HeroInventory.SetUpInventory(GameState.CurrentHero.Inventory); EnemyInventory.SetUpInventory(GameState.CurrentEnemy.Inventory, true); HeroEquipment.SetUpEquipment(GameState.CurrentHero.Equipment, GameState.CurrentHero.Level, GameState.CurrentHero.Class); EnemyEquipment.SetUpEquipment(GameState.CurrentEnemy.Equipment, 0, null, true); ToggleLootGold(); }
// Called when the node enters the scene tree for the first time. public override void _Ready() { AssignControls(); _copyOfHero = new Hero(GameState.CurrentHero); UpdateLabels(); HeroInventory.SetUpInventory(GameState.CurrentHero.Inventory); HeroEquipment.SetUpEquipment(GameState.CurrentHero.Equipment, GameState.CurrentHero.Level, GameState.CurrentHero.Class); CheckSkillPoints(); }
private void _on_BtnRepairAll_pressed() { GameState.CurrentHero.Gold -= GameState.CurrentHero.TotalRepairCost; GameState.CurrentHero.Inventory.ForEach(itm => itm.CurrentDurability = itm.MaximumDurability); GameState.CurrentHero.Equipment.AllEquipment.ForEach(itm => itm.CurrentDurability = itm.MaximumDurability); HeroInventory.SetUpInventory(GameState.CurrentHero.Inventory); HeroEquipment.SetUpEquipment(GameState.CurrentHero.Equipment, GameState.CurrentHero.Level, GameState.CurrentHero.Class); GameState.UpdateDisplay = true; }
/// <summary>Assigns all controls to something usable in code.</summary> private void AssignControls() { HeroInventory = (GridInventory)GetNode("HeroInventory"); MerchantInventory = (MerchantInventory)GetNode("MerchantInventory"); HeroEquipment = (GridEquipment)GetNode("HeroEquipment"); HeroInventory.SetUpInventory(GameState.CurrentHero.Inventory); HeroEquipment.SetUpEquipment(GameState.CurrentHero.Equipment, GameState.CurrentHero.Level, GameState.CurrentHero.Class); MerchantInventory.SetUpInventory(GameState.MerchantInventory.Where(itm => itm.IsSold).ToList()); }
/// <summary>Assigns all controls to something usable in code.</summary> private void AssignControls() { BtnRepair = (Button)GetNode("BtnRepair"); BtnRepairAll = (Button)GetNode("BtnRepairAll"); HeroInventory = (GridInventory)GetNode("HeroInventory"); HeroEquipment = (GridEquipment)GetNode("HeroEquipment"); LblRepair = (Label)GetNode("LblRepair"); LblRepairAll = (Label)GetNode("LblRepairAll"); orphanage = (Orphanage)GetNode("Orphanage"); RepairSlot = (ItemSlot)GetNode("RepairSlot"); HeroInventory.SetUpInventory(GameState.CurrentHero.Inventory); HeroEquipment.SetUpEquipment(GameState.CurrentHero.Equipment, GameState.CurrentHero.Level, GameState.CurrentHero.Class); }
/// <summary>Assigns all controls to something usable in code.</summary> private void AssignControls() { EnemyInventory = (GridInventory)GetNode("EnemyInventory"); EnemyEquipment = (GridEquipment)GetNode("EnemyEquipment"); LblName = (Label)GetNode("Info/LblName"); LblLevel = (Label)GetNode("Info/LblLevel"); LblExperience = (Label)GetNode("Info/LblExperience"); LblStrength = (Label)GetNode("Info/LblStrength"); LblVitality = (Label)GetNode("Info/LblVitality"); LblDexterity = (Label)GetNode("Info/LblDexterity"); LblWisdom = (Label)GetNode("Info/LblWisdom"); LblHealth = (Label)GetNode("Info/LblHealth"); LblMagic = (Label)GetNode("Info/LblMagic"); LblGold = (Label)GetNode("Info/LblGold"); EnemyInventory.SetUpInventory(GameState.CurrentEnemy.Inventory, true); EnemyEquipment.SetUpEquipment(GameState.CurrentEnemy.Equipment, 0, null, true); }