// Called when the item is added to the inventory list. public override void OnAdded(Inventory inventory) { base.OnAdded(inventory); int[] maxAmounts = { 20, 30, 50 }; this.currentAmmo = 0; this.ammo = new Ammo[] { inventory.AddAmmo( new AmmoSatchelSeeds( "ammo_ember_seeds", "Ember Seeds", "A burst of fire!", new Sprite(GameData.SHEET_ITEMS_SMALL, new Point2I(0, 3)), 0, maxAmounts[level] ), false ), inventory.AddAmmo( new AmmoSatchelSeeds( "ammo_scent_seeds", "Scent Seeds", "An aromatic blast!", new Sprite(GameData.SHEET_ITEMS_SMALL, new Point2I(1, 3)), 0, maxAmounts[level] ), false ), inventory.AddAmmo( new AmmoSatchelSeeds( "ammo_pegasus_seeds", "Pegasus Seeds", "Steals speed?", new Sprite(GameData.SHEET_ITEMS_SMALL, new Point2I(2, 3)), 0, maxAmounts[level] ), false ), inventory.AddAmmo( new AmmoSatchelSeeds( "ammo_gale_seeds", "Gale Seeds", "A mighty blow!", new Sprite(GameData.SHEET_ITEMS_SMALL, new Point2I(3, 3)), 0, maxAmounts[level] ), false ), inventory.AddAmmo( new AmmoSatchelSeeds( "ammo_mystery_seeds", "Mystery Seeds", "A producer of unknown effects.", new Sprite(GameData.SHEET_ITEMS_SMALL, new Point2I(4, 3)), 0, maxAmounts[level] ), false ) }; }
public void BuyAmmo() { inventory.AddAmmo(ammoType); GameController.Instance.Cash -= cash; //GameController.Instance.Cash (); GameController.Instance.UpdateAmmoCurrent(); }
//----------------------------------------------------------------------------- // Virtual //----------------------------------------------------------------------------- // Called when the item is added to the inventory list public override void OnAdded(Inventory inventory) { base.OnAdded(inventory); int[] maxAmounts = { 99, 300, 999 }; inventory.AddAmmo( new Ammo( "rupees", "Rupees", "A currency.", new Sprite(GameData.SHEET_ITEMS_SMALL, new Point2I(5, 3)), 0, maxAmounts[level] ), false ); }
// Called when the item is added to the inventory list. public override void OnAdded(Inventory inventory) { base.OnAdded(inventory); int[] maxAmounts = { 30, 40, 50 }; this.currentAmmo = 0; this.ammo = new Ammo[] { inventory.AddAmmo( new Ammo( "ammo_arrows", "Arrows", "A standard arrow.", new Sprite(GameData.SHEET_ITEMS_SMALL, new Point2I(15, 1)), maxAmounts[level], maxAmounts[level] ), false ) }; }