private void AddEquipmentButtons(Equipment.TypeOfEquipment _type) { // Adds all avaliable equipment of type to equip into the scroll container. foreach (Item item in player.Inventory.Items) { if (item.SelectedTypeOfItem == Item.ItemType.Equipment) { Equipment equipment = item as Equipment; // If the item is equipment, it needs to be casted to the equipment class for further use if (!equipment.Equipped && equipment.SelectedTypeOfEquipment == _type) // Items already equipped won't show up in the scroll container { EquipmentButton equipmentButton = equipmentButtonScene.Instance() as EquipmentButton; equipmentButton.InitializeButton(equipment, this, player); equipmentContainer.AddChild(equipmentButton); } } } }
public void OpenMenu(Equipment.TypeOfEquipment _type) { Visible = true; // Set player stat info back to default PlayerStrength = player.Stats.Strength; PlayerDefense = player.Stats.Defense; strengthText.Text = PlayerStrength.ToString(); defenseText.Text = PlayerDefense.ToString(); strengthText.AddColorOverride("font_color", Color.ColorN("White")); defenseText.AddColorOverride("font_color", Color.ColorN("White")); if (_type == Equipment.TypeOfEquipment.Weapon) { currentlyEquipped.Text = player.Equipment.Weapon.ItemName; } else if (_type == Equipment.TypeOfEquipment.Armor) { currentlyEquipped.Text = player.Equipment.Armor.ItemName; } AddEquipmentButtons(_type); }