public void Interact(UnitPlayer player) { player.Inventory.Add(this); player.UpdateHeader(); Console.SetCursorPosition(this.Index % Game.MainGame.Board.MaxWidth, this.Index / Game.MainGame.Board.MaxWidth); Console.Write(" "); Game.MainGame.Board.Tiles[this.Index] = -1; Game.MainGame.Board.SpecialTiles[Game.MainGame.Board.SpecialTiles.IndexOf(this)] = null; this.Index = -1; }
public void Interact(UnitPlayer player) { if (_locked) { for (int i = 0; i < player.Inventory.Count; i++) if (player.Inventory[i] is Key) { player.Inventory.RemoveAt(i); player.UpdateHeader(); this._locked = false; this.Interact(player); break; } return; } int x = this.Index % Game.MainGame.Board.MaxWidth, y = this.Index / Game.MainGame.Board.MaxWidth; this.Clear(); CheckForDoor(x - 1, y, player); CheckForDoor(x + 1, y, player); CheckForDoor(x, y - 1, player); CheckForDoor(x, y + 1, player); }
public void Interact(UnitPlayer player) { this.Clear(); Console.SetCursorPosition(_lastX, _lastY); Console.Write(" "); _lastX = _lastY = -1; if (player.Guns.Count > 0) for (int i = 0; i < player.Guns.Count; i++) if (player.Guns[i].Name == this.Name) { player.Guns[i].Ammo += this.Ammo; player.UpdateHeader(); return; } player.Guns.Add(this); this.Owner = player; player.UpdateHeader(); }