private void SelectWeaponWithAmmo() { var weapon = Lasers.FirstOrDefault(l => l.RemainingAmmo > 0); if (weapon != null) { LaserIndex = Lasers.IndexOf(weapon); } }
public void AddToInventory(Laser laser) { var existing = Lasers.FirstOrDefault(l => l.Name.ToLower().Equals(laser.Name.ToLower())); if (existing != null) { existing.RemainingAmmo += laser.StartingAmmo; LaserIndex = Lasers.IndexOf(existing); } else { Lasers.Add(new WeaponInfo { Texture = laser.Texture, Name = laser.Name, RemainingAmmo = laser.StartingAmmo, ProjectileName = laser.ProjectileName }); // make this the current laser LaserIndex = Lasers.Count - 1; } }