public virtual void FillPlayerInventory(Inventory inventory) { foreach (ItemDefinition itemDefinition in world.itemManager.itemDefinitions) { if (itemDefinition.type != CubeWorld.World.Objects.CWDefinition.DefinitionType.ItemTile) { Item item = new Item(world, itemDefinition, -1); InventoryEntry ie = new InventoryEntry(); ie.position = 0; ie.quantity = 1; ie.cwobject = item; inventory.entries.Add(ie); } } foreach (TileDefinition tileDefinition in world.tileManager.tileDefinitions) { if (tileDefinition.tileType != TileDefinition.EMPTY_TILE_TYPE) { DynamicTile dynamicTile = new DynamicTile(world, tileDefinition, -1); InventoryEntry ie = new InventoryEntry(); ie.position = 0; ie.quantity = 10; ie.cwobject = dynamicTile; inventory.entries.Add(ie); } } }
public override void FillPlayerInventory(Inventory inventory) { ItemDefinition itemDefinition; Item item; InventoryEntry ie; itemDefinition = world.itemManager.GetItemDefinitionById("item_weapon"); item = new Item(world, itemDefinition, -1); ie = new InventoryEntry(); ie.position = 0; ie.quantity = 1; ie.cwobject = item; inventory.entries.Add(ie); itemDefinition = world.itemManager.GetItemDefinitionById("item_fire"); item = new Item(world, itemDefinition, -1); ie = new InventoryEntry(); ie.position = 0; ie.quantity = 1; ie.cwobject = item; inventory.entries.Add(ie); }
public override void FillPlayerInventory(CubeWorld.Items.Inventory inventory) { baseGameplay.FillPlayerInventory(inventory); }
public Player(CubeWorld.World.CubeWorld world, AvatarDefinition avatarDefinition, int avatarId) : base(world, avatarDefinition, avatarId) { inventory = new Inventory(this); }