// Use this for initialization void Start() { string hp = string.Format("{0}/{1}", PlayerInfo.currentHP, 5); HPValue.SetText(hp, true); if (handler != null) { handler.ClearAfterAdd(); } }
public void ShowPic() { int type = TreasureInfo.treasureAttri[itemName].mainType; if (type == 1) { typeHandler = handler.helmet; } else if (type == 2) { typeHandler = handler.armour; } else if (type == 3) { typeHandler = handler.leftWeapon; } else if (type == 4) { typeHandler = handler.rightWeapon; } else if (type == 5) { typeHandler = handler.shield; } else if (type == 6) { typeHandler = handler.elixir; } if (typeHandler != null) { typeHandler.AddImage(itemName); } if (packageHandler != null) { packageHandler.ClearAfterAdd(); } if (inventoryHandler != null) { inventoryHandler.UpdateInventory(); } }
public void SellGoods() { if (itemName != null) { price_ = int.Parse(price.text); if (price_ < 0) { MessageBox.Show("Input text must > 0!"); return; } if (isMall) { if (price_ > TreasureInfo.playerTreasure[itemName].number) { MessageBox.Show("You do not have so many treasure!"); return; } CSellSilver msg = new CSellSilver(); // sell back to mall, remove treasure from package and add silverCoin number PlayerInfo.SilverNum += price_ * TreasureInfo.treasureMall[itemName].price; msg.silverCoin = PlayerInfo.SilverNum; msg.goods = itemName; if (TreasureInfo.playerTreasure[itemName].number > price_) { TreasureInfo.playerTreasure[itemName].number -= price_; msg.sellAll = false; msg.remainNum = TreasureInfo.playerTreasure[itemName].number; } else { TreasureInfo.playerTreasure.Remove(itemName); msg.sellAll = true; } // send message MyNetwork.Send(msg); } else { // gold treasures, remove treasure from package and add to mall TreasureInfo.playerTreasure.Remove(itemName); TreasureMall tmp = new TreasureMall() { ownerName = PlayerInfo.name, price = price_, isGold = true }; TreasureInfo.treasureMall.Add(itemName, tmp); // send message CSellGold msg2 = new CSellGold() { goods = itemName, price = price_ }; MyNetwork.Send(msg2); } } if (packageHandler != null) { packageHandler.ClearAfterAdd(); } // scene if (inventoryHandler != null) { inventoryHandler.UpdateInventory(); } }