コード例 #1
0
ファイル: MainWindow.xaml.cs プロジェクト: jimmble/YAGE
        public MainWindow()
        {
            Gnomes      = new ObservableCollection <GnomeRow>();
            Professions = new List <Profession>();
            Enemies     = new List <EnemyRow>();

            InitializeComponent();
            InitializeTabs();
            InitializeGnomoria();

            ProgressBar.Visibility = Visibility.Hidden;
            GameLoaded             = false;
            ShowWorld(null, null);

            ItemList.ItemsSource     = ItemRow.GetItems();
            MaterialList.ItemsSource = MaterialRow.GetMaterials();
            //QualityList.ItemsSource = QualityRow.GetQualities();
            ItemList.SelectedIndex     = 145;
            MaterialList.SelectedIndex = 59;
            //QualityList.SelectedIndex = 5;
        }
コード例 #2
0
 public IEnumerable<ItemRow> GetItems()
 {
     switch (Material)
     {
         case Material.AlpacaBone:
         case Material.BearBone:
         case Material.EmuBone:
         case Material.HoneyBadgerBone:
         case Material.MonitorLizardBone:
         case Material.OgreBone:
         case Material.TwoHeadedOgreBone:
         case Material.YakBone:
             return new List<ItemRow>
             {
                 new ItemRow(ItemID.Bone),
                 new ItemRow(ItemID.BoneShirt),
                 new ItemRow(ItemID.Needle)
             };
         case Material.AlpacaFlesh:
         case Material.BearFlesh:
         case Material.EmuFlesh:
         case Material.HoneyBadgerFlesh:
         case Material.MonitorLizardFlesh:
         case Material.OgreFlesh:
         case Material.TwoHeadedOgreFlesh:
         case Material.YakFlesh:
             return new List<ItemRow>
             {
                 new ItemRow(ItemID.Meat),
                 new ItemRow(ItemID.Sausage),
                 new ItemRow(ItemID.SausageOmelette),
                 new ItemRow(ItemID.Sandwich)
             };
         case Material.AlpacaHide:
         case Material.BearHide:
         case Material.EmuHide:
         case Material.HoneyBadgerHide:
         case Material.MonitorLizardHide:
         case Material.OgreHide:
         case Material.ToughOgreHide:
         case Material.YakHide:
             return new List<ItemRow>
             {
                 new ItemRow(ItemID.LeatherArmorPanel),
                 new ItemRow(ItemID.LeatherBoot),
                 new ItemRow(ItemID.LeatherBracer),
                 new ItemRow(ItemID.LeatherCuirass),
                 new ItemRow(ItemID.LeatherGlove),
                 new ItemRow(ItemID.LeatherGreave),
                 new ItemRow(ItemID.LeatherHelm),
                 new ItemRow(ItemID.LeatherStrap),
                 new ItemRow(ItemID.RawHide)
             };
         case Material.AlpacaSkull:
         case Material.BearSkull:
         case Material.EmuSkull:
         case Material.HoneyBadgerSkull:
         case Material.MonitorLizardSkull:
         case Material.OgreSkull:
         case Material.TwoHeadedOgreSkull:
         case Material.YakSkull:
             return new List<ItemRow>
             {
                 new ItemRow(ItemID.Skull),
                 new ItemRow(ItemID.SkullHelmet)
             };
         case Material.Apple:
         case Material.Grape:
         case Material.Orange:
         case Material.Strawberry:
             return new List<ItemRow>
             {
                 new ItemRow(ItemID.Fruit),
                 new ItemRow(ItemID.Seed),
                 new ItemRow(ItemID.Wine)
             };
         case Material.AppleWood:
         case Material.OrangeWood:
         case Material.Birch:
         case Material.Oak:
             return new List<ItemRow>
             {
                 new ItemRow(ItemID.Barrel),
                 new ItemRow(ItemID.Bed),
                 new ItemRow(ItemID.BedFrame),
                 new ItemRow(ItemID.Bellows),
                 new ItemRow(ItemID.BlunderbussStock),
                 new ItemRow(ItemID.Cabinet),                  
                 new ItemRow(ItemID.Chair),
                 new ItemRow(ItemID.Clipping),
                 new ItemRow(ItemID.Crate),
                 new ItemRow(ItemID.CrossbowStock),
                 new ItemRow(ItemID.Dresser),
                 new ItemRow(ItemID.FancyBedFrame),
                 new ItemRow(ItemID.FancyBed),
                 new ItemRow(ItemID.Haft),
                 new ItemRow(ItemID.Hilt),
                 new ItemRow(ItemID.Loom),
                 new ItemRow(ItemID.Plank),
                 new ItemRow(ItemID.PistolStock),
                 new ItemRow(ItemID.RawWood),
                 new ItemRow(ItemID.Stick),
                 new ItemRow(ItemID.Table),
                 new ItemRow(ItemID.Torch),
                 new ItemRow(ItemID.TrainingDummy),
                 new ItemRow(ItemID.Wheelbarrow),
                 new ItemRow(ItemID.WoodDoor),
                 new ItemRow(ItemID.WoodenShield),
                 new ItemRow(ItemID.Workbench)
             };
         case Material.Basalt:
         case Material.Bauxite:
         case Material.Granite:
         case Material.LapisLazuli:
         case Material.Marble:
         case Material.Sandstone:
         case Material.Serpentine:
         case Material.Obsidian:
             return new List<ItemRow>
             {
                 new ItemRow(ItemID.Block),
                 new ItemRow(ItemID.Chair),
                 new ItemRow(ItemID.Chisel),
                 new ItemRow(ItemID.Furnace),
                 new ItemRow(ItemID.Hearth),
                 new ItemRow(ItemID.Knife),
                 new ItemRow(ItemID.Mold),
                 new ItemRow(ItemID.PetRock),
                 new ItemRow(ItemID.Pillar),
                 new ItemRow(ItemID.RawStone),
                 new ItemRow(ItemID.Sawblade),
                 new ItemRow(ItemID.Statue),
                 new ItemRow(ItemID.Statuette),
                 new ItemRow(ItemID.StoneDoor),
                 new ItemRow(ItemID.StoneHammer),
                 new ItemRow(ItemID.StoneHandAxe),
                 new ItemRow(ItemID.StoneKnifeBlade),
                 new ItemRow(ItemID.StoneSword),
                 new ItemRow(ItemID.Table),
                 new ItemRow(ItemID.Trough)
             };
         case Material.Bronze:
         case Material.Copper:
         case Material.Gold:
         case Material.Iron:
         case Material.Malachite:
         case Material.Platinum:
         case Material.RoseGold:
         case Material.Silver:
         case Material.Steel:
         case Material.Tin:
             return new List<ItemRow>
             {
                 new ItemRow(ItemID.AlarmBell),
                 new ItemRow(ItemID.Anvil),
                 new ItemRow(ItemID.ArmorPlate),
                 new ItemRow(ItemID.Axle),
                 new ItemRow(ItemID.BallPeenHammer),
                 new ItemRow(ItemID.Bar),
                 new ItemRow(ItemID.BattleAxe),
                 new ItemRow(ItemID.BattleAxeHead),
                 new ItemRow(ItemID.BladeTrap),
                 new ItemRow(ItemID.Blunderbuss),
                 new ItemRow(ItemID.BlunderbussBarrel),
                 new ItemRow(ItemID.Boot),
                 new ItemRow(ItemID.Breastplate),
                 new ItemRow(ItemID.Claymore),
                 new ItemRow(ItemID.ClaymoreBlade),
                 new ItemRow(ItemID.CommemorativeCoin),
                 new ItemRow(ItemID.Crossbow),
                 new ItemRow(ItemID.CrossbowBolt),
                 new ItemRow(ItemID.CrossbowBow),
                 new ItemRow(ItemID.CuttingWheel),
                 new ItemRow(ItemID.Cylinder),
                 new ItemRow(ItemID.FellingAxe),
                 new ItemRow(ItemID.FellingAxeHead),
                 new ItemRow(ItemID.File),
                 new ItemRow(ItemID.MechanicalWall),
                 new ItemRow(ItemID.Gauntlet),
                 new ItemRow(ItemID.Gear),
                 new ItemRow(ItemID.Gearbox),
                 new ItemRow(ItemID.GemmedNecklace),
                 new ItemRow(ItemID.GemmedRing),
                 new ItemRow(ItemID.Greave),
                 new ItemRow(ItemID.Hammer),
                 new ItemRow(ItemID.HammerHead),
                 new ItemRow(ItemID.HandAxe),
                 new ItemRow(ItemID.HandAxeHead),
                 new ItemRow(ItemID.Handcrank),
                 new ItemRow(ItemID.Hatch),
                 new ItemRow(ItemID.Helmet),
                 new ItemRow(ItemID.Lever),
                 new ItemRow(ItemID.MechanismBase),
                 new ItemRow(ItemID.MetalSliver),
                 new ItemRow(ItemID.MusketRound),
                 new ItemRow(ItemID.Necklace),
                 new ItemRow(ItemID.Pauldron),
                 new ItemRow(ItemID.Pickaxe),
                 new ItemRow(ItemID.PickaxeHead),
                 new ItemRow(ItemID.Pistol),
                 new ItemRow(ItemID.PistolBarrel),
                 new ItemRow(ItemID.PressurePlate),
                 new ItemRow(ItemID.RawOre),
                 new ItemRow(ItemID.Ring),
                 new ItemRow(ItemID.Rod),
                 new ItemRow(ItemID.Screw),
                 new ItemRow(ItemID.Shield),
                 new ItemRow(ItemID.ShieldBacking),
                 new ItemRow(ItemID.ShieldBoss),
                 new ItemRow(ItemID.Spike),
                 new ItemRow(ItemID.SpikeTrap),
                 new ItemRow(ItemID.Spring),
                 new ItemRow(ItemID.Statue),
                 new ItemRow(ItemID.Statuette),
                 new ItemRow(ItemID.Sword),
                 new ItemRow(ItemID.SwordBlade),
                 new ItemRow(ItemID.TowerShield),
                 new ItemRow(ItemID.TowerShieldBacking),
                 new ItemRow(ItemID.TrapBase),
                 new ItemRow(ItemID.Warhammer),
                 new ItemRow(ItemID.WarhammerHead),
                 new ItemRow(ItemID.Wrench)
             };
         case Material.BlueGem:
         case Material.GreenGem:
             return new List<ItemRow>
             {
                 new ItemRow(ItemID.Gem),
                 new ItemRow(ItemID.RawGem)
             };
         case Material.Wool:
         case Material.Cotton:
             var list = new List<ItemRow>
             {
                 new ItemRow(ItemID.RawCloth),
                 new ItemRow(ItemID.AmmoPouch),
                 new ItemRow(ItemID.Bag),
                 new ItemRow(ItemID.Bandage),
                 new ItemRow(ItemID.Mattress),
                 new ItemRow(ItemID.Padding),
                 new ItemRow(ItemID.String)
             };
             if (Material == Material.Cotton)
             {
                 list.Add(new ItemRow(ItemID.Seed));
             }
             return list;
         case Material.Coal:
             return new List<ItemRow>
             {
                 new ItemRow(ItemID.RawCoal)
             };
         case Material.Clay:
         case Material.Dirt:
             return new List<ItemRow>
             {
                 new ItemRow(ItemID.RawSoil)
             };
         case Material.Egg:
             return new List<ItemRow>
             {
                 new ItemRow(ItemID.Egg)
             };
         case Material.Mushroom:
             return new List<ItemRow>
             {
                 new ItemRow(ItemID.Mushroom),
                 new ItemRow(ItemID.MushroomOmelette),
                 new ItemRow(ItemID.Seed),
             };
         case Material.Milk:
             return new List<ItemRow>
             {
                 new ItemRow(ItemID.Cheese),
                 new ItemRow(ItemID.CheeseOmelette),
                 new ItemRow(ItemID.Milk)
             };
         case Material.Wheat:
             return new List<ItemRow>
             {
                 new ItemRow(ItemID.Bread),
                 new ItemRow(ItemID.Seed),
                 new ItemRow(ItemID.Straw)
             };
         default:
             return ItemRow.GetItems();
     }
 }