public void SetGun(GunData data, int slot) { if (shipBase.slots[slot].MaxTier < data.Tier) { return; } if (shipBase.slots[slot].HasGun) { owner.Inventory.Add(shipBase.slots[slot].Gun); } data.Slot = slot; shipBase.slots[slot].Gun = data; shipBase.slots[slot].HasGun = true; UpdateFields(); }
public static GunData GetGun(string name) { var doc = new XmlDocument(); doc.LoadXml(Data.Guns); var node = doc.SelectSingleNode($"//gun[name=\'{name}\']"); var gun = new GunData { CanRotate = bool.Parse(node["canRotate"].InnerText), CriticalChance = float.Parse(node["criticalChance"].InnerText), Damage = float.Parse(node["damage"].InnerText), FireRate = float.Parse(node["fireRate"].InnerText), Name = name, Price = int.Parse(node["price"].InnerText), Tier = int.Parse(node["tier"].InnerText), Range = float.Parse(node["range"].InnerText), Speed = float.Parse(node["speed"].InnerText) }; return(gun); }