/// <summary> /// Creates an armor item /// </summary> public Armor(ArmorData data) : base(ItemType.Armor) { name = data.name; // Get or load a texture texture = GameManager.GetInstance().GetTexture(data.image); if (texture == null) texture = GameManager.GetInstance().LoadTexture(data.image); armor = data.armor; bonus = data.bonus; slot = data.slot; }
protected static ArmorData ArmorDataFromHash(Hashtable data) { ArmorData itm = new ArmorData(); itm.name = (string)data["name"]; itm.image = (string)data["image"]; itm.level = Convert.ToInt32(data["lvl"]); itm.armor = Convert.ToInt32(data["armor"]); itm.bonus = Convert.ToInt32(data["bonus"]); itm.chance = data["chance"] != null ? Convert.ToInt32(data["chance"]) : 10; switch (((string)data["location"]).ToLower()) { case "arms": itm.slot = ArmorBodySlot.Arms; break; case "body": itm.slot = ArmorBodySlot.Body; break; case "feet": itm.slot = ArmorBodySlot.Feet; break; case "head": itm.slot = ArmorBodySlot.Head; break; case "offhand": itm.slot = ArmorBodySlot.Offhand; break; default: itm.slot = ArmorBodySlot.Body; break; } return itm; }