private void UpdateCollection(float deltaTime) { // TODO: Pull inventory component from container. Item.Chest chest = targetContainer as Item.Chest; foreach (string itemType in GetMissingItemTypes()) { SmallItem item = chest.inventory.GetItemByType(itemType); if (item != null) { // TODO: Remove the item from the target container too. // chest.inventory.RemoveItemOfType(itemType); // TODO: Figure out better way of handling items than by reference. inventory.AddItem(new ItemReference(item)); } } // We're done with this container. targetContainer = null; }
void Start() { if (instance != null && instance != this) { Destroy(this); return; } instance = this; // TODO: Make board generation dynamic. game = new Game(50, 50); // TODO: Load the item database from configurations. game.itemDB.SetLargeItemProto("Chest", new Item.Chest(game)); // TODO: Make layout of board dynamic. // FIXME: Remove all this crap, just for debugging. Item.Chest chest = game.itemDB.CreateLargeItem("Chest") as Item.Chest; game.board.GetTile(0, 1).SetLargeItem(chest); SmallItem item = game.itemDB.CreateSmallItem("Wood"); chest.inventory.AddItem(new ItemReference(item)); }
private Chest(Chest other) : base(other as LargeItem) { this.inventory = new Inventory(other.inventory.capacity); }