internal void BoxInventoryShield(IGameItem shield, int?index = null, bool displayResaleValue = true) { Console.Write("\u2551"); Console.SetCursorPosition(Console.CursorLeft + 1, Console.CursorTop); if (index is null) { Console.Write($"> {shield.Name}"); // Shield name } else { Console.Write($"{index} > {shield.Name}"); // Shield name with index } Console.SetCursorPosition(BlockMax - 1, Console.CursorTop); Console.Write("\u2551"); Console.SetCursorPosition(BlockMin, CursorPos++); Console.Write("\u2551"); Console.SetCursorPosition(Console.CursorLeft + 3, Console.CursorTop); Console.Write("<"); Console.Write($"DEF: +{shield.GetAttribute()}"); // Defense Value. Console.Write(" | "); if (displayResaleValue) { Console.Write($"Value: {shield.ResaleValue}"); // Value } else { // For the store Console.Write($"Value: {shield.Value}"); // Value } Console.Write(">"); Console.SetCursorPosition(BlockMax - 1, Console.CursorTop); Console.Write("\u2551"); Console.SetCursorPosition(BlockMin, CursorPos++); }
internal void BoxInventoryPotion(IGameItem potion, int?index = null, bool displayResaleValue = true) { Console.Write("\u2551"); Console.SetCursorPosition(Console.CursorLeft + 1, Console.CursorTop); if (index is null) { Console.Write($"> {potion.Name}"); // hero.Name } else { Console.Write($"{index} > {potion.Name}"); // hero.Name } Console.SetCursorPosition(BlockMax - 1, Console.CursorTop); Console.Write("\u2551"); Console.SetCursorPosition(BlockMin, CursorPos++); Console.Write("\u2551"); Console.SetCursorPosition(Console.CursorLeft + 3, Console.CursorTop); Console.Write("<"); Console.Write($"Heals: +{potion.GetAttribute()}"); // Healing Value. Console.Write(" | "); if (displayResaleValue) { Console.Write($"Value: {potion.ResaleValue}"); // Value } else { // For the store Console.Write($"Value: {potion.Value}"); // Value } Console.Write(">"); Console.SetCursorPosition(BlockMax - 1, Console.CursorTop); Console.Write("\u2551"); Console.SetCursorPosition(BlockMin, CursorPos++); }
public void BoxInventoryArmour(IGameItem eqpdArmour, int?index = null, bool DisplayResaleValue = true) { Console.Write("\u2551"); Console.SetCursorPosition(Console.CursorLeft + 1, Console.CursorTop); if (index is null) { Console.Write($"> {eqpdArmour.Name}"); // hero.Name } else { // For the store Console.Write($"{index} > {eqpdArmour.Name}"); // hero.Name } Console.SetCursorPosition(BlockMax - 1, Console.CursorTop); Console.Write("\u2551"); Console.SetCursorPosition(BlockMin, CursorPos++); Console.Write("\u2551"); Console.SetCursorPosition(Console.CursorLeft + 3, Console.CursorTop); Console.Write("<"); Console.Write($"DEF: +{eqpdArmour.GetAttribute()}"); // Defense Console.Write(" | "); if (DisplayResaleValue) { Console.Write($"Value: {eqpdArmour.ResaleValue}"); // Value } else { // For the store Console.Write($"Value: {eqpdArmour.Value}"); // Value } Console.Write(">"); Console.SetCursorPosition(BlockMax - 1, Console.CursorTop); Console.Write("\u2551"); Console.SetCursorPosition(BlockMin, CursorPos++); }
public void BoxInventoryWeapon(IGameItem eqpdWeapon, int?index = null, bool DisplayResaleValue = true) { Console.Write("\u2551"); Console.SetCursorPosition(Console.CursorLeft + 1, Console.CursorTop); if (index is null) { Console.Write($"> {eqpdWeapon.Name}"); // hero.Name } else { Console.Write($"{index} > {eqpdWeapon.Name}"); // hero.Name } Console.SetCursorPosition(BlockMax - 1, Console.CursorTop); Console.Write("\u2551"); Console.SetCursorPosition(BlockMin, CursorPos++); Console.Write("\u2551"); Console.SetCursorPosition(Console.CursorLeft + 3, Console.CursorTop); Console.Write("<"); Console.Write($"STR: +{eqpdWeapon.GetAttribute()}"); // Strength Console.Write(" | "); if (DisplayResaleValue) { Console.Write($"Value: {eqpdWeapon.ResaleValue}"); // } else { // For the store Console.Write($"Value: {eqpdWeapon.Value}"); // Value } Console.Write(">"); Console.SetCursorPosition(BlockMax - 1, Console.CursorTop); Console.Write("\u2551"); Console.SetCursorPosition(BlockMin, CursorPos++); }
public static IElementView GetView(IGameItem item, int size) { IElementView view = null; if (item is Fruit) { view = new FruitView(item, size); } else if (item is Poisson) { view = new PoissonView(item, size); } else if (item is SmartMouse) { view = new MouseView(item, size); } else if (item is Mouse) { view = new MouseView(item, size); } else if (item is Cat) { view = new CatView(item, size); } return(view); }
public void UpdateGameItemListTest() { GameCourseManager_Accessor target = new GameCourseManager_Accessor(); GameItem.GameItemList = new System.Collections.Generic.LinkedList <IGameItem>(); // Alien befindet sich in Kollision mit Spieler-Projektil GameItem.GameItemList.AddLast(new Alien(new Vector2(100f, 100f), GameItemConstants.AlienVelocity, GameItemConstants.AlienHitpoints, GameItemConstants.AlienDamage, GameItemConstants.AlienWeapon, GameItemConstants.AlienScoreGain)); GameItem.GameItemList.AddLast(new Projectile(new Vector2(100f, 100f), CoordinateConstants.Up, ProjectileTypeEnum.PlayerNormalProjectile, GameItemConstants.PlayerNormalProjectileHitpoints, GameItemConstants.PlayerNormalProjectileVelocity, GameItemConstants.PlayerNormalProjectileDamage)); // Alien ohne Kollision GameItem.GameItemList.AddLast(new Alien(new Vector2(10f, 10f), GameItemConstants.AlienVelocity, GameItemConstants.AlienHitpoints, GameItemConstants.AlienDamage, GameItemConstants.AlienWeapon, GameItemConstants.AlienScoreGain)); // Nach Ausführung der Methode in der GameItem.GameItemList verbleibendes Alien IGameItem remainingAlien = GameItem.GameItemList.Last.Value; GameTime gameTime = new GameTime(new TimeSpan(0, 0, 42), new TimeSpan(0, 0, 1)); target.UpdateGameItemList(gameTime); Assert.AreSame(remainingAlien, GameItem.GameItemList.First.Value); GameItem.GameItemList = null; }
public Torso(IGameItem gameItem, int def) { this.DefensePoints = def; this.Name = gameItem.Name; this.ItemId = gameItem.ItemId; this.Price = gameItem.Price; }
public QuestItems(IGameItem gameItem, int quantity) { this.ItemId = gameItem.ItemId; this.Price = gameItem.Price; this.Name = gameItem.Name; this.Quantity = quantity; }
protected override void Start() { base.Start(); int totalLoginDays = MyPlayerPrefs.LoadInt(SaveKeyName.TotalLoginDays, 0); if (totalLoginDays <= 0) { totalLoginDays = 1; } int weeklyCount = (totalLoginDays / elements.Length); int currentElementIndex = (totalLoginDays - 1) % elements.Length; for (int i = 0; i < elements.Length; i++) { int day = (weeklyCount * elements.Length) + i + 1; IGameItem item = LoginBonus.Instance.GetBonusItem(day); elements[i].Init(i + 1, item.Type, item.ID, item.Count, i <= currentElementIndex); //色変更 if (i < currentElementIndex) { elements[i].Color = alreadyGetElementColor; } else if (i == currentElementIndex) { elements[i].Color = currentDayColor; } else if (i > currentElementIndex) { elements[i].Color = willGetElementColor; } } }
public void RemoveItem(IGameItem itemToBeRemoved) { ISlot currentSlot = this.SlotList.FirstOrDefault(x => x.GameItem == itemToBeRemoved); currentSlot.GameItem = null; currentSlot.IsEmpty = true; }
public T GetGameItem <T>(int itemType, int id) where T : IGameItem { IGameItem result = default; IGameItemCollections collections = mGameItemCollections[itemType]; if (collections != default) { switch (itemType) { case Consts.ITEM_HERO: result = (collections as HeroCollections).GetItem(id); break; case Consts.ITEM_SKILL: result = (collections as SkillCollections).GetItem(id); break; case Consts.ITEM_SKILL_EFFECT: result = (collections as SkillEffectCollections).GetItem(id); break; } } else { } return((T)result); }
public void Execute(object parameter) { _item = _boatViewModel.SelectedItem; if (parameter is Direction direction) { switch (direction) { case Direction.North: _item.Row--; break; case Direction.East: _item.Column--; break; case Direction.South: _item.Row++; break; case Direction.West: _item.Column++; break; case Direction.Rotate: ((IBoat)_item).Rotate(); break; default: break; } } _boatViewModel.UpdateValidPlacement(); }
public Tile(ITerrain terrain, IGameObject actor, IGameItem item, IObject gameObj) { this.Terrain = terrain; this.Actor = actor; this.Item = item; this.GameObject = gameObj; }
public Consumable(IGameItem gameItem, int HealthRegen) { this.HealthRegen = HealthRegen; this.Name = gameItem.Name; this.ItemId = gameItem.ItemId; this.Price = gameItem.Price; }
/// <summary> /// Diese Methode wird bei einer Kollision mit einem anderen Objekt aufgerufen. /// Innerhalb der Methode wird der Schaden am übergebenen Objekt berechnet, /// oder PowerUps angewendet. Außerdem wird das <c>Hit</c>-Event ausgelöst. /// </summary> /// <remarks> /// Bei der Kollisionsprüfung wird nur verhindert, dass zwei gleichartige Objekte kollidieren. /// Deshalb muss in dieser Methode geprüft werden, ob eine Kollision mit dem übergebenen Objekt überhaupt sinnvoll ist. /// </remarks> /// <param name="collisionPartner">Das GameItem mit dem die Kollision stattfand.</param> public override void IsCollidedWith(IGameItem collisionPartner) { // Wenn der Spieler unverwundbar ist, kann hier schon abgebrochen werden if (IsInvincible) { return; } // Spieler können mit gegnerischen Projektilen und Schiffen kollidieren // Außerdem auch mit PowerUps, aber die müssen hier nicht behandelt werden, sondern nur in deren IsCollidedWith-Methode if (!(collisionPartner is Enemy) && !(collisionPartner is Projectile)) { return; } if (collisionPartner is Projectile) { // Spieler kann nicht mit seinen eigenen Projektilen kollidieren Projectile projectile = (Projectile)collisionPartner; if ((projectile.ProjectileType == ProjectileTypeEnum.PlayerNormalProjectile) || (projectile.ProjectileType == ProjectileTypeEnum.PiercingProjectile)) { return; } } // Wenn der Programmfluss hier ankommt gibt es eine Kollision if (Player.Hit != null) { Player.Hit(this, EventArgs.Empty); } Hitpoints -= collisionPartner.Damage; }
/// <summary>Create and return a new InventoryItem from a GameItem, with optional count.</summary> public static InventoryItem Create(IGameItem item, uint count = 0) { InventoryItem stack = item.CreateInventoryItem(); stack.count = count; return(stack); }
/// <summary> /// Löscht tote IGameItem aus der Controllees Liste /// </summary> /// <param name="sender">Das zu löschende Alien</param> /// <param name="e">Leere event args</param> /// <remarks> /// Behandelt das Destroyed Ereignis der Alienklasse /// </remarks> protected override void Alien_Destroyed(object sender, System.EventArgs e) { IGameItem item = (IGameItem)sender; /* modified by CK 4.7.11 * Überprüft ob Eventsender ein Alien dieses Controllers ist.Wenn ja, * wird Alien aus den Listen dieses Controllers gelöscht und geg. Falls * löscht sich der gesammte Controller */ if (this.Controllees.Remove(item)) { // <STST> // Alien aus AlienMatrix LinkedList <IGameItem> remList = this.AlienMatrix.Where(x => x.Contains(item)).SingleOrDefault(); if (remList != null) { remList.Remove(item); } // </STST> if (this.Controllees.Count == 0) { controllerManager.Controllers.Remove(this); } } }
/// <summary>Try and store one or more IGameItems into the inventory.</summary> /// See <see cref="InventorySpace.Store(InventoryItem)"/> for more details. public InventoryResult Store(IGameItem item, uint count = 1) { InventoryItem toStore = item.CreateInventoryItem(); toStore.count = count; return(Store(toStore)); }
public override void Execute() { for (int i = 0; i < this.Engine.NumberOfItems; i++) { IGameItem newItem = ItemFactory.Instance.CreateItem(); this.Engine.AddItem(newItem); } }
private void CheckForItemHeightInY(IGameItem item, TypeOfItem typeOfItem) { //Check if the object is below the ball level, that is below the ground, disable it if (item.Me.transform.position.y < gameInfo.ballRestPositionY) { ResetItem(item, typeOfItem); } }
public Weapon(IGameItem gameItem, int minDamage, int maxDamage) { this.MinimumDamage = minDamage; this.MaxDamage = MaxDamage; this.Name = gameItem.Name; this.ItemId = gameItem.ItemId; this.Price = gameItem.Price; }
private void ClearSlots() { ClearSlot("EquipedSlot"); ClearSlot("DiscardedSlot1"); ClearSlot("DiscardedSlot2"); equiped = null; discarded = null; discarded2 = null; }
// ADDED (by STST): 2.7.2011 /// <summary> /// Löscht sich aus ControllerManager.Controllers-Liste, falls Alien zerstört wurde. /// </summary> /// <param name="sender">Das zu löschende Alien</param> /// <param name="e">Leere event args</param> /// <remarks> /// Behandelt das Destroyed Ereignis der Alienklasse /// </remarks> protected virtual void Alien_Destroyed(object sender, System.EventArgs e) { IGameItem item = (IGameItem)sender; if (this.Controllee == item) { controllerManager.Controllers.Remove(this); } }
//[SerializeField] //Panel panel = null; public void PresentItem(IGameItem item) { //panel.Activate(); //if(item.Type == ItemType.VirtualCoin) //{ // StartCoroutine(new MyCoroutine(PresentGem(item.Count)).OnCompleted(() => panel.Deactivate())); //} }
/// <summary>Get the total number of `item` stored in all inventories.</summary> public ulong Count(IGameItem item) { ulong count = 0; foreach (InventorySpace space in stores) { count += space.Count(item); } return(count); }
protected GameItemView(IGameItem item, int size) { this.item = (item != null) ? item : new Fruit(); this.item = item; this.size = size; offset = size / 2; x = (item.Coords.Columna * size) - offset; y = (item.Coords.Fila * size) - offset; }
// MODIFIED (by STST): 2.7.2011 /// <summary> /// Generiert eine neue Instanz der <see cref="KeyboardController"/> Klasse. /// </summary> public KeyboardController(ControllerManager controllerManager, IGameItem controllee) : base(controllerManager, controllee) { this.KBconfig = KeyboardConfig.Default; if (this.Controllee is Player) { myPlayer = (Player)Controllee; } }
public void LootItem(IGameItem itemToBeLooted) { ISlot emptySlot = this.SlotList.FirstOrDefault(x => x.IsEmpty); if (emptySlot == null) { throw new BackPackFullException("Your backpack is full."); } emptySlot.GameItem = itemToBeLooted; emptySlot.IsEmpty = false; }
/// <summary> /// Elimina un elemento del juego. /// </summary> /// <param name="item"></param> private void RemoveItem(IGameItem item) { if (item == null) { return; } gameItems.Remove(item); if (board[item.Coords.Fila, item.Coords.Columna] == item) { board[item.Coords.Fila, item.Coords.Columna] = null; } }
/// <summary>Return the amount of items of this type that can be stored.</summary> public ulong GetSpaceFor(IGameItem item) { if (isAccessible) { float volume = item.Volume; return((ulong)Mathf.Floor(capacity / volume)); } else { return(0); } }