예제 #1
0
파일: UI.cs 프로젝트: mrpossoms/AnimoNex
 private static menu buildInventory(inventory inventory)
 {
     inven = inventory;
     menu old = m_current;
     m_current = new menu("inventory", null);
     try
     {
         for (int i = 0; i != inven.items.Length; i++)
         {
             addItem(new menu_item(inven.items[i].icon,
                                   inven.items[i].name,
                                   inven.items[i].gameTag), i);
             m_current.items[i].selected = false;
         }
     }
     catch
     {
         addItem(new menu_item(pda_player.tex_icon_inventory, "Empty", "none"), -1);
     }
     if (inven.items.Length == 0)
     {
         addItem(new menu_item(pda_player.tex_icon_inventory, "Empty", "none"), -1);
     }
     menu output = m_current;
     //m_current = old;
     showMenu = true;
     translationDone = false;
     show = true;
     return output;
 }
예제 #2
0
        public static inventory createItem_INVEN(inventory input, item New, Vector2 pos, float z)
        {
            try
            {
                item[] old = input.items;
                input.items = new item[old.Length + 1];
                for (int i = 0; i != old.Length; i++)
                {
                    input.items[i] = old[i];
                }

                New.B_base.f_elasticity = .50f;
                New.B_base.v_position = pos;
                New.B_base.f_Position_Z = z;
                input.items[old.Length] = New;
                input.CurWeight += New.weight;

            }
            catch
            {
                input.items = new item[1];

                New.B_base.f_elasticity = .50f;
                New.B_base.v_position = pos;
                New.B_base.f_Position_Z = z;
                input.items[0] = New;
                input.CurWeight += New.weight;
            }

            return input;
        }
예제 #3
0
파일: types.cs 프로젝트: mrpossoms/AnimoNex
 public character(string Name, Vector2 Position, skill Skill, ControlType CType, CharType type)
 {
     controlType = CType;
     action = "idle";
     special_tag = -1;
     Type = type;
     name = Name;
     B_baseProps = new Base(Position, 70f);
     f_currentFrame = 0;
     body = null;
     currentAnim = new Animation();
     angle = 0;
     accuracy = 1;
     attrib = Skill;
     armor = 0;
     pointingRight = true;
     Primary_weap = Secondary_weap = SideArm_weap = current_weap = new weapon();
     Inventory = new inventory(5, null);
     weaponInUse = "unarmed";
     brain = new AInode(false);
     reordered = false;
 }