private void UnequipConsumable(object sender, EventArgs e) { Button btn = sender as Button; if ((ButtonToBag[BagButtonPressed] != -1)) //mono ean to button den einai keno(dhladh den exei item),ekteleitai //o parakatw kodikas.(epeidh an einai keno, dhladh xwris item, tote //to item einai = me null, kai buggarei to programma) { EquipUnequipGUI UnequipWeapon = new EquipUnequipGUI(inv.Bag[ButtonToBag[BagButtonPressed]], "Unequip"); if (UnequipWeapon.ShowDialog(this) == DialogResult.OK) { inv.InventoryAddItem(inv.Bag[ButtonToBag[BagButtonPressed]]); inv.DeleteBagItem(inv.Bag[ButtonToBag[BagButtonPressed]], ButtonToBag[BagButtonPressed]); InventorySpaceReload();//kane reload to GUI } } }
private void Equip(object?sender, EventArgs e) { if (!((sender as Control)?.Tag is Item item)) { return; } using EquipUnequipGUI Equip = new EquipUnequipGUI(item, "Equip"); if (Equip.ShowDialog(this) != DialogResult.OK) { return; } if (item is Weapon weapon) { inv.EquipWeapon(weapon); } else if (item is Armor armor) { inv.EquipArmor(armor); } else if (!inv.IsBagFull && item is ConsumableItem spell) { if (!inv.TryAddToBag(spell)) { MessageBox.Show("Your bag is full.\nTry to unequip something from there.", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error); } } else { MessageBox.Show("You cannot equip the item.", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error); } }
private void Equip(object sender, EventArgs e) { //GIA THN WRA DOULEVEI MONO GIA WEAPONS KAI ARMOR// Button btn = sender as Button; if (ButtonToChest[ChestButtonPressed] != -1) //mono ean to button den einai keno(dhladh den exei item),ekteleitai o parakatw kodikas. //(epeidh an einai keno, dhladh xwris item, tote to item einai = me null, kai buggarei to programma) { EquipUnequipGUI Equip = new EquipUnequipGUI(inv.ChestSpace[ButtonToChest[ChestButtonPressed]], "Equip"); if (Equip.ShowDialog(this) == DialogResult.OK) { if ((inv.WeaponEquiped == null) && (inv.ChestSpace[ButtonToChest[ChestButtonPressed]].GetType() == typeof(Weapon))) //ean to weaponbutton einai empty, kai to button pou //pathses einai Weapon { //kwdikas gia na prosthetei to buff tou weapon Weapon weapon = (Weapon)inv.ChestSpace[ButtonToChest[ChestButtonPressed]]; DamageBuff = DamageBuff + weapon.Damage; DamageTextNumber.Text = DamageBuff.ToString(); // inv.AddWeapon(inv.ChestSpace[ButtonToChest[ChestButtonPressed]], ButtonToChest[ChestButtonPressed]); //prosthese to Weapon pou foreses sto WeaponButton kai afairese to apo to inventory InventorySpaceReload(); //allaxe tis allages sto GUI } else if ((inv.ArmorEquiped == null) && (inv.ChestSpace[ButtonToChest[ChestButtonPressed]].GetType() == typeof(Armor))) //ean to armorbutton einai empty, kai to button pou pathses einai Armor { //kwdikas gia na prosthetei to buff tou Armor Armor Armor = (Armor)inv.ChestSpace[ButtonToChest[ChestButtonPressed]]; ArmorBuff = ArmorBuff + Armor.Defence; DefenceTextNumber.Text = ArmorBuff.ToString(); // inv.AddArmor(inv.ChestSpace[ButtonToChest[ChestButtonPressed]], ButtonToChest[ChestButtonPressed]); //prosthese to armor pou foreses sto ArmorButton kai afairese to apo to inventory InventorySpaceReload(); //allaxe tis allages sto GUI } else if ((inv.BagNotFull()) && (inv.ChestSpace[ButtonToChest[ChestButtonPressed]].GetType() == typeof(Spell))) //ean to bag einai empty, kai to button pou pathses exei einai NonConsumableItems { inv.AddToBagFromInventory(inv.ChestSpace[ButtonToChest[ChestButtonPressed]], ButtonToChest[ChestButtonPressed]); //prosthese to armor pou foreses sto ArmorButton kai afairese to apo to inventory InventorySpaceReload(); //allaxe tis allages sto GUI } else if ((inv.BagNotFull()) && (inv.ChestSpace[ButtonToChest[ChestButtonPressed]].GetType() == typeof(Potion))) //ean to bag einai empty, kai to button pou pathses exei einai NonConsumableItems { inv.AddToBagFromInventory(inv.ChestSpace[ButtonToChest[ChestButtonPressed]], ButtonToChest[ChestButtonPressed]); //prosthese to armor pou foreses sto ArmorButton kai afairese to apo to inventory InventorySpaceReload(); //allaxe tis allages sto GUI } else { MessageBox.Show("Δεν Μπορεις να βάλεις το αντικείμενο"); } } } }