void setItem() { var pot = new HOZON(); var cane = new Sanctuary(); var weapon = new IronSword(); var potion = new SleepPotion(); var potion2 = new LevelUpPotion(); pot.init(5); cane.init(); weapon.init(0); potion.init(); potion2.init(); Vector2 pos = new Vector2(5, 8); ObjectEntityFactory.createItemEntity(pot, pos + new Vector2(0,0),true); ObjectEntityFactory.createItemEntity(cane, pos+new Vector2(0,1), true); ObjectEntityFactory.createItemEntity(weapon, pos + new Vector2(0, 2), true); ObjectEntityFactory.createItemEntity(potion, pos + new Vector2(0, 3), true); pos += new Vector2(1, 0); ObjectEntityFactory.createItemEntity(pot, pos + new Vector2(0, 0), true); ObjectEntityFactory.createItemEntity(cane, pos + new Vector2(0, 1), true); ObjectEntityFactory.createItemEntity(weapon, pos + new Vector2(0, 2), true); ObjectEntityFactory.createItemEntity(potion, pos + new Vector2(0, 3), true); pos += new Vector2(1, 0); ObjectEntityFactory.createItemEntity(pot, pos + new Vector2(0, 0), true); ObjectEntityFactory.createItemEntity(cane, pos + new Vector2(0, 1), true); ObjectEntityFactory.createItemEntity(weapon, pos + new Vector2(0, 2), true); ObjectEntityFactory.createItemEntity(potion2, pos + new Vector2(0, 3), true); pos += new Vector2(1, 0); ObjectEntityFactory.createItemEntity(pot, pos + new Vector2(0, 0), true); ObjectEntityFactory.createItemEntity(cane, pos + new Vector2(0, 1), true); ObjectEntityFactory.createItemEntity(weapon, pos + new Vector2(0, 2), true); ObjectEntityFactory.createItemEntity(potion2, pos + new Vector2(0, 3), true); pos += new Vector2(1, 0); }
private void setItemOld() { var ret = new ItemBasis[12]; ret[0] = new IronSword(); (ret[0] as EquipmentItemBasis).init(2); ret[1] = new WoodArrow(); ret[2] = new ConfusionPotion(); ret[3] = new ParalyzePotion(); ret[4] = new SleepPotion(); ret[5] = new PoisonPotion(); ret[6] = new AntiPoisonPotion(); ret[7] = new DragonPotion(); ret[8] = new FirePotion(); ret[9] = new BullRush(5); ret[10] = new FireBall(5); ret[11] = new BombPot(); Commodities.Add(new BronzeShield()); Commodities.AddRange(ret); Commodities.Add(new WoodFlooring()); Commodities.Add(new WoodPillar()); Commodities.Add(new WoodWall()); Commodities.Add(new MiddleBread()); Commodities.Add(new HealPotion2()); Commodities.Add(new Water()); Commodities.Add(new WarpPotion()); Commodities.Add(new STRUpPotion()); Commodities.Add(new HPUpPotion()); Commodities.Add(new HungerUpPotion()); Commodities.Add(new HungerDownPotion()); Commodities.Add(new SpeedUpPotion()); Commodities.Add(new LevelDownPotion2()); Commodities.Add(new LevelUpPotion2()); Commodities.Add(new HealPotion3()); Commodities.Add(new PerceptionPotion()); Commodities.Add(new BlindPotion()); // Commodities.Add(new LargeBread()); Commodities.Add(new VeryLargeBread()); // Commodities.Add(new AppraiseBook()); Commodities.Add(new BakeryBook()); Commodities.Add(new ConfusionBook()); Commodities.Add(new CoatBook()); Commodities.Add(new DontMoveBook()); Commodities.Add(new EnemeyGatherBook()); Commodities.Add(new EscapeBook()); Commodities.Add(new ExorcismBook()); Commodities.Add(new HawkEyeBook()); Commodities.Add(new ItemGatherBook()); Commodities.Add(new NoTitleBook()); Commodities.Add(new PotExpantionBook()); Commodities.Add(new PotHardeningBook()); Commodities.Add(new Inazuma()); Commodities.Add(new RockFallBook()); Commodities.Add(new WeaponEnchantmentBook()); Commodities.Add(new ShieldEnchantmentBook()); Commodities.Add(new SleepBook()); Commodities.Add(new TrapDestroyBook()); Commodities.Add(new TrapMakeBook()); Commodities.Add(new Suidashi()); // Commodities.Add(new DecoyCane()); Commodities.Add(new SealedCane()); Commodities.Add(new AtkDownCane()); Commodities.Add(new DefDownCane()); Commodities.Add(new BombCane()); Commodities.Add(new HealCane()); Commodities.Add(new ExciteCane()); Commodities.Add(new LevelUpCana()); Commodities.Add(new LevelDownCane()); Commodities.Add(new MissedSwingCana()); Commodities.Add(new PalliativeCane()); Commodities.Add(new ParalyzeCane()); Commodities.Add(new PullOnCane()); Commodities.Add(new SnatchCane()); Commodities.Add(new SpeedUpCane()); Commodities.Add(new SpeedDownCane()); Commodities.Add(new SwapHpCane()); Commodities.Add(new SwapPositionCane()); Commodities.Add(new TenFeetStick()); // Commodities.Add(new AppraisePot()); Commodities.Add(new CompositionPot()); Commodities.Add(new CursingPot()); Commodities.Add(new EnhancedPot()); Commodities.Add(new WeakenedPot()); Commodities.Add(new ExoricismPot()); Commodities.Add(new HealPot()); Commodities.Add(new ItemChangePot()); Commodities.Add(new MaterialPot()); Commodities.Add(new SoldPot()); Commodities.Add(new VanilaPot()); Commodities.Add(new VoidPot()); Commodities.Add(new WarehousePot()); // Commodities.Add(new IronArrow()); Commodities.Add(new SilverArrow()); Commodities.Add(new PoisonArrow()); Commodities.Add(new SagittariusArrow()); // Commodities.Add(new TestBangle()); Commodities.Add(new AntiPoisonBangle()); Commodities.Add(new AntiParalyzeBangle()); Commodities.Add(new AntiSleepBangle()); Commodities.Add(new AntiConfusionBangle()); Commodities.Add(new LongCastBangle()); Commodities.Add(new STRUpBangle()); Commodities.Add(new HealBangle()); Commodities.Add(new AutoWarpBangle()); Commodities.Add(new ExorcismBangle()); Commodities.Add(new AutoExpGainBangle()); Commodities.Add(new BombBangle()); Commodities.Add(new ItemClairvoyanceBangle()); Commodities.Add(new EnemyClairvoyanceBangle()); Commodities.Add(new HawkEyeBangle()); Commodities.Add(new AutoAppraiseBangle()); Commodities.Add(new WallWalkBangle()); Commodities.Add(new SneakWalkBangle()); Commodities.Add(new CriticalBangle()); Commodities.Add(new PainBlowBangle()); //// Commodities.Add(new IronSield()); Commodities.Add(new TowerShield()); Commodities.Add(new TurtleShield()); Commodities.Add(new AegisShield()); Commodities.Add(new DragonSteelShield()); Commodities.Add(new PotLidShield()); Commodities.Add(new OldShield()); Commodities.Add(new MagicReflectionShield()); Commodities.FindAll(item => !item.IsInitalized).ForEach(item => item.init()); }