public override void Update() { StatusPanel.HandleStatus(); InventoryPanel.HandleInventory(); GUI.CraftMenu.HandleCraftMenu(); }
public override void Update() { StatusPanel.HandleStatus(); bool mouseOnItem = InventoryPanel.HandleInventory(); InventoryPanel.HandleItemView(mouseOnItem); }
public override void Update() { StatusPanel.HandleStatus(); InventoryPanel.HandleInventory(); if (Program.Animations.Count == 0) { Play.RenderMap(); Program.MsgConsole.Render(); } GUI.CraftMenu.HandleCraftMenu(); }
// UPDATE FUNCS public override void Update() { if (playMode == PlayMode.Roguelike) { Scheduler.HandleRoguelikeScheduling(Program.WorldMap.LocalTile); StatusPanel.HandleStatus(); } else { Scheduler.HandleBuildModeScheduling(Program.WorldMap.LocalTile); GUI.BuildPanel.HandleBuildPanel(); BuildingManager.HandleInput(); } InventoryPanel.HandleInventory(); }
// UPDATE FUNCS public override void Update() { switch (playMode) { case (PlayMode.Roguelike): Scheduler.HandleRoguelikeScheduling(Program.Player); StatusPanel.HandleStatus(); break; case (PlayMode.BuildMode): Scheduler.HandleBuildModeScheduling(); GUI.BuildPanel.HandleBuildPanel(); BuildingManager.HandleInput(); break; } InventoryPanel.HandleInventory(); }
public override void Update() { InventoryPanel.HandleInventory(); StatusPanel.HandleStatus(); StatusPanel.HandleAttributesView(); }
public override void Update() { StatusPanel.HandleStatus(); InventoryPanel.HandleInventory(); lootMenu.HandleLootMenu(); }