/// <summary> /// update the game item category lists /// </summary> public void UpdateInventoryCategories() { Medical.Clear(); Weapons.Clear(); Treasure.Clear(); Clues.Clear(); foreach (var gameItem in _inventory) { if (gameItem is MedicalAid) { Medical.Add(gameItem); } if (gameItem is Weapon) { Weapons.Add(gameItem); } if (gameItem is Treasure) { Treasure.Add(gameItem); } if (gameItem is Clues) { Clues.Add(gameItem); } } }
/// <summary> /// update the game item category lists /// </summary> public void UpdateInventoryCategories() { Potions.Clear(); Weapons.Clear(); Treasure.Clear(); Loots.Clear(); foreach (var gameItemQuantity in _inventory) { if (gameItemQuantity.GameItem is Potion) { Potions.Add(gameItemQuantity); } if (gameItemQuantity.GameItem is Weapon) { Weapons.Add(gameItemQuantity); } if (gameItemQuantity.GameItem is Treasure) { Treasure.Add(gameItemQuantity); } if (gameItemQuantity.GameItem is Loot) { Loots.Add(gameItemQuantity); } } }
public void InventoryUpdate() { Weapons.Clear(); Artifacts.Clear(); Spells.Clear(); Treasure.Clear(); foreach (var gameItem in _inventory) { if (gameItem is Weapon) { Weapons.Add(gameItem); //1000 } if (gameItem is Artifact) { Artifacts.Add(gameItem); //2000 } if (gameItem is Spell) { Spells.Add(gameItem); //3000 } if (gameItem is Treasure) { Treasure.Add(gameItem); //4000 } } }