public void TestFailToEquipAChestPieceAsAHemlmet() { var strawChest = new StrawChest(); var inventory = new InventoryBuilder().HasHelmetEquipped(strawChest); Assert.False(inventory.WieldedHelmet.Equals(strawChest)); }
public void TestHasEquippedNewHelmet() { var strawHat = new StrawHat(); var inventory = new InventoryBuilder().HasHelmetEquipped(strawHat); Assert.True(inventory.WieldedHelmet.Equals(strawHat)); }
public void TestHasWeaponWielded() { var maul = new Maul(); var inventory = new InventoryBuilder().HasWeaponWielded(maul); Assert.True(inventory.WieldedWeapon.Equals(maul)); }
/// <summary> /// Builds our list out of our pointers. /// </summary> /// <param name="ptr">First pointer to subarray</param> /// <param name="count">Number of pointers to process</param> /// <param name="clean"></param> /// <returns>Final list</returns> private InventoryBuilder BuildSubList(bool cleaned, params INVENTORYCONTAINER[] inventorycontainer) { var ib = new InventoryBuilder(); foreach (INVENTORYCONTAINER container in inventorycontainer) { var ic = new InventoryBuilder((IntPtr)container.Pointer, container.Count, cleaned); ib = ib + ic; } return(ib); }
void Start() { GameObject inventoryPanelObject = GameObject.Find("Inventory Panel"); if (inventoryPanelObject == null) { throw new UnassignedReferenceException("InventoryBuilder object is missing"); } inventoryBuilder = inventoryPanelObject.GetComponent <InventoryBuilder>(); }
internal List <Item> GetSelfInventory() { InventoryBuilder ic = BuildSubList(true, Structure.Containers[(int)Type.INVENTORY_1], Structure.Containers[(int)Type.INVENTORY_2], Structure.Containers[(int)Type.INVENTORY_2], Structure.Containers[(int)Type.INVENTORY_3], Structure.Containers[(int)Type.INVENTORY_4], Structure.Containers[(int)Type.CRYSTALS], Structure.Containers[(int)Type.EXTRA_EQ], Structure.Containers[(int)Type.CURRENT_EQ], Structure.Containers[(int)Type.QUESTS_KI] ); return(ic.Items); }
/// <summary> /// Merges two lists /// </summary> /// <param name="ic1">First list</param> /// <param name="ic2">Second list</param> /// <returns>New merged list</returns> public static InventoryBuilder operator +(InventoryBuilder ic1, InventoryBuilder ic2) { var ic = new InventoryBuilder { Items = new List <Item>() }; if (ic1.Items != null) { ic.Items.AddRange(ic1.Items); } if (ic2.Items != null) { ic.Items.AddRange(ic2.Items); } return(ic); }
/// <summary> /// build inventory for given variant /// </summary> /// <param name="variant">variant enum value</param> public Inventory(InventoryBuilder.InventoryVariant variant) : base() { foreach (Piece piece in InventoryBuilder.GetInventoryContents(variant)) { ObservableCollection <Piece> collection; if (!ContainsKey(piece.Color)) { collection = new ObservableCollection <Piece>(); Add(piece.Color, collection); } else { collection = this[piece.Color]; } collection.Add(piece); } }
internal List <Item> GetArmoryChest() { InventoryBuilder ic = BuildSubList(true, Structure.Containers[(int)Type.AC_MH], Structure.Containers[(int)Type.AC_OH], Structure.Containers[(int)Type.AC_HEAD], Structure.Containers[(int)Type.AC_BODY], Structure.Containers[(int)Type.AC_HANDS], Structure.Containers[(int)Type.AC_BELT], Structure.Containers[(int)Type.AC_LEGS], Structure.Containers[(int)Type.AC_FEET], Structure.Containers[(int)Type.AC_EARRINGS], Structure.Containers[(int)Type.AC_NECK], Structure.Containers[(int)Type.AC_RINGS], Structure.Containers[(int)Type.AC_WRISTS], Structure.Containers[(int)Type.AC_SOULS]); return(ic.Items); }
/// <summary> /// Builds our list out of our pointers. /// </summary> /// <param name="ptr">First pointer to subarray</param> /// <param name="count">Number of pointers to process</param> /// <param name="clean"></param> /// <returns>Final list</returns> private InventoryBuilder BuildSubList(INVENTORYCONTAINER inventorycontainer, bool clean = true) { var ic = new InventoryBuilder((IntPtr)inventorycontainer.Pointer, inventorycontainer.Count, clean); return(ic); }
void Start() { inventoryBuilder = inventoryBuilderObject.GetComponent <InventoryBuilder>(); lootInventoryBuilder = lootInventoryBuilderObject.GetComponent <LootInventoryBuilder>(); }
public void TestHasAMaul() { var inventory = new InventoryBuilder().HasWeapon(new Maul()); Assert.True(inventory.Items.Contains(new Maul())); }