public void RemoveQuestCompletionItems(Quest quest) { foreach (QuestCompletionItem qci in quest.QuestCompletionItems) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == qci.Details.ID); if (item != null) { //subtract the qty from player's inventory that was required for quest completion item.Quantity -= qci.Quantity; } } }
public void RemoveQuestCompletionItems(Quest quest) { foreach (QuestCompletionItem qci in quest.QuestCompletionItems) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == qci.Details.ID); if (item != null) { //subtract qci quantity from player's inventory RemoveItemFromInventory(item.Details, qci.Quantity); } } }
// Check for the item to add, if its null, add 1 to quantity, otherwise increase it by 1 public void AddItemToInventory(IItem itemToAdd) { InventoryItem item = Inventory.SingleOrDefault(inventoryItem => inventoryItem.Item.ID == itemToAdd.ID); if (item == null) { Inventory.Add(new InventoryItem(itemToAdd, 1)); } else { item.Quantity++; } }
//removes required quest items in inventory public void RemoveQuestCompletionItems(Quest quest) { foreach (QuestCompletionItem qci in quest.QuestCompletionItems) { // Subtract the quantity from the player's inventory that was needed to complete the quest InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == qci.Details.ID); if (item != null) { RemoveItemFromInventory(item.Details, qci.Quantity); } } }
public void RemoveQuestCompletionItems(Quest quest) { foreach (QuestCompletionItem qci in quest.QuestCompletionItems) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == qci.Details.ID); if (item != null) { //Subtract quest quantity from inventory item.Quantity -= qci.Quantity; } } }
public void AddItemToInventory(Item itemToAdd) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToAdd.ID); if (item != null) { item.Quantity++; } else { Inventory.Add(new InventoryItem(itemToAdd, 1)); } }
public void RemoveQuestCompletionItems(Quest quest) { foreach (FinishedQuest finishedQuest in quest.FinishedQuests) { Inventory item = Inventory.SingleOrDefault(i => i.Item.ID == finishedQuest.Item.ID); if (item != null) { // Subtract the quantity from the player's inventory that was needed to complete the quest item.Quantity -= finishedQuest.Quantity; } } }
public void additemtoinventor(_items itemtoadd, int quantity = 1) { Inventory item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemtoadd.ID); if (item == null) { Inventory.Add(new Inventory(itemtoadd, quantity)); } else { item.Quantity += quantity; } raiseInventoryChangedEvent(itemtoadd); }
public void RemoveItemFromInventory(_items itemToRemove, int quantity = 1) { Inventory item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToRemove.ID); if (item != null) { item.Quantity -= quantity; if (item.Quantity == 0) { Inventory.Remove(item); } raiseInventoryChangedEvent(itemToRemove); } }
public void AddItem(Item item, int quantity) // add item to the player inventory { InventoryItem theitem = Inventory.SingleOrDefault(ii => ii.Details.ID == item.ID); if (theitem != null) { theitem.Quantity += quantity; } else { this.Inventory.Add(new InventoryItem(item, quantity)); } CallInventoryChangedEvent(item); }
public void AddQuestRewards(Quest quest) { AddExperiencePoints(quest.RewardExperiencePoints); Gold += quest.RewardGold; if (Inventory.Any(x => x.Details.ID == quest.RewardItem.ID)) { Inventory.SingleOrDefault(x => x.Details.ID == quest.RewardItem.ID).Quantity += 1; } else { Inventory.Add(new InventoryItem(quest.RewardItem, 1)); } }
public void AddItemToInventory(Item itemToAdd, int quantity = 1) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToAdd.ID); if (item == null) { Inventory.Add(new InventoryItem(itemToAdd, quantity)); } else { item.Quantity += quantity; } RaiseInventoryChangedEvent(itemToAdd); }
public void AddItemToInventory(Item itemToAdd) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToAdd.ID); if (item == null) { // Добавить предмет в инвентарь и увеличить количество предметов на один Inventory.Add(new InventoryItem(itemToAdd, 1)); } else { // Предмет уже имеется, увеличить количество на один item.Quantity++; } }
public void AddItemToInventory(Item itemToAdd) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToAdd.ID); if (item == null) { // didnt have item; add it Inventory.Add(new InventoryItem(itemToAdd, 1)); } else { // have it; increment item.Quantity++; } }
public void AddItemToInventory(Item itemToAdd) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToAdd.ID); if (item == null) { //they didn't have the item, so we add it Inventory.Add(new InventoryItem(itemToAdd, 1)); } else { //they have the item in the inventory item.Quantity++; } }
public void AddItemToInventory(Item itemToAdd, int quantity = 1) { // Обхожда Inventory, за да провери дали reward item-a го няма вече в Inventory InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToAdd.ID); if (item == null) // RewardItem не се съдържа в Inventory щом все още сме във функцията, така че добави reward item-a като нов InventoryItem (в нов слот) с брой 1 по default { Inventory.Add(new InventoryItem(itemToAdd, quantity)); } else // RewardItem се съдържа в Inventory, затова само увеличи броя с 1 { item.Quantity++; } RaiseInventoryChangedEvent(itemToAdd); }
public void AddItemToInventory(Weapon itemToAdd, int quantity = 1) { Inventory item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToAdd.ID); if (item == null) { // They didn't have the item, so add it to their inventory Inventory.Add(new Inventory(itemToAdd, quantity)); } else { // They have the item in their inventory, so increase the quantity item.Quantity += quantity; } }
public void AddItemToInventory(Item itemToAdd) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToAdd.ID); if (item == null) { // They didn't have the item, so add it to their inventory, with a quantity of 1 Inventory.Add(new InventoryItem(itemToAdd, 1)); } else { // They have the item in their inventory, so increase the quantity by one item.Quantity++; } }
public void RemoveQuestCompletionItems(Quest quest) { //NOTE: if the player doesn't have the item, this will do nothing foreach (QuestCompletionItem qci in quest.QuestCompletionItems) { // Subtract the quantity from the player's inventory that was needed to complete the quest InventoryItem item = Inventory.SingleOrDefault( ii => ii.Details.ID == qci.Details.ID); if (item != null) // Don't have to check for this if we know he has the item? { RemoveItemFromInventory(item.Details, qci.Quantity); } } }
public void AddItemToInventory(Item itemToAdd) { //LINQ para comprobar si el jugador tiene el item en su inventario InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToAdd.ID); if (item == null) { // si no lo tiene lo añadimos a la lista. Inventory.Add(new InventoryItem(itemToAdd, 1)); } else { // Si ya lo tiene, añadimos uno más a la cantidad. item.Quantity++; } }
public void AddItemToInventory(int itemID, int quantity = 1) { InventoryItem invItem = Inventory.SingleOrDefault(ii => ii.ID == itemID); if (invItem == null) { invItem = new InventoryItem(World.GetItem(itemID), quantity); Inventory.Add(invItem); } else { invItem.Quantity += quantity; } RaiseInventoryChangedEvent(invItem.Data); }
public void RemoveItemFromInventory(int itemID, int quantity = 1) { InventoryItem invItem = Inventory.SingleOrDefault(ii => ii.ID == itemID); if (invItem != null) { invItem.Quantity -= quantity; if (invItem.Quantity <= 0) { Inventory.Remove(invItem); } RaiseInventoryChangedEvent(invItem.Data); } }
public void AddItemToInventory(Item itemToAdd, int quantity = 1) { InventoryItem inventoryItem = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToAdd.ID); if (inventoryItem == null) { //They don't have the item, so add 1 Inventory.Add(new InventoryItem(itemToAdd, quantity)); } else { //They have the item, increase by 1 inventoryItem.Quantity += quantity; } RaiseInventoryChangeEvent(itemToAdd); }
public void AddItemToInventory(Item itemToAdd) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToAdd.ID); { if (item == null) { //if they already have them same item in their inventory, increase the quantity by one Inventory.Add(new InventoryItem(itemToAdd, 1)); } else { //they have the item in their inventory,so increase the quantity. item.Quantity++; } } }
public void AddItemToInventory(Item itemToAdd) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToAdd.ID); if (item == null) { //Inventory.SingleOrDefault returns null, so there is no InventoryItem that == itemToAdd.ID //Add Item to Inventory by storing to new InventoryItem in list Inventory.Add(new InventoryItem(itemToAdd, 1)); } else { //The have the item in the inventory, so we just add quantity item.Quantity++; } }
public void AddItemToInventory(Item itemToAdd, int quantity = 1) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToAdd.ID); if (item == null) { //They didnt have the item so add it to their inventory, with a quantity of 1 Inventory.Add(new InventoryItem(itemToAdd, quantity)); } else { //They have the item in their inventory so increase it by one item.Quantity += quantity; } RaiseInventoryChangedEvent(itemToAdd); }
public void AddMonsterRewards(Monster monster, List <Item> loot) { AddExperiencePoints(monster.RewardExperiencePoints); Gold += monster.RewardGold; foreach (Item rewardItems in loot) { if (Inventory.Any(x => x.Details.ID == rewardItems.ID)) { Inventory.SingleOrDefault(x => x.Details.ID == rewardItems.ID).Quantity += 1; } else { Inventory.Add(new InventoryItem(rewardItems, 1)); } } }
public void AddItemToInventory(Item itemToAdd, int quantity = 1) { InventoryItem existingItemInInventory = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToAdd.ID); if (existingItemInInventory == null) { // They didn't have the item, so add it to their inventory Inventory.Add(new InventoryItem(itemToAdd, quantity)); } else { // They have the item in their inventory, so increase the quantity existingItemInInventory.Quantity += quantity; } RaiseInventoryChangedEvent(itemToAdd); }
public void AddItemToInventory(Item itemToAdd, int quantity = 1) { if (quantity <= 0) { return; } InventoryItem item = Inventory.SingleOrDefault(a => a.Details.ID == itemToAdd.ID); if (item == null) { Inventory.Add(new InventoryItem(itemToAdd, quantity)); } else { item.Quantity += quantity; } }
public void AddItemToInventory(Item itemToAdd, int quantity = 1) { InventoryItem item = Inventory.SingleOrDefault(ii => ii.Details.ID == itemToAdd.ID); if (item == null) { // They didn't have the item, so add it to their inventory Inventory.Add(new InventoryItem(itemToAdd, quantity)); } else { // They have the item in their inventory, so increase the quantity item.Quantity += quantity; } OnPropertyChanged(nameof(Inventory)); OnPropertyChanged(nameof(VendorGold)); }