public void RegisterUnequip(ItemClasses.Item item)
 {
     if (item != null)
     {
         increaseStrength(-item.GetValueFromAttribute(Attribute.Strength));
         increaseIntellect(-item.GetValueFromAttribute(Attribute.Intellect));
         increaseVitality(-item.GetValueFromAttribute(Attribute.Vitality));
     }
 }
Пример #2
0
	/// <summary>
	/// Updates the items with an array of new ones.
	/// </summary>
	/// <param name="items">The new items.</param>
	public void UpdateItems(Item[] items) {
		//Do not update items when dragging (avoids duplicating the dragged item's icon)
		if (DraggingItem)
			return;

		//Run through all slots and place the new item in it
		for (int i = 0; i < items.Length; i++) {
			slots [i].Place(items [i]);
		}
	}
Пример #3
0
	/// <summary>
	/// Called when the user starts dragging an item from a slot
	/// </summary>
	/// <param name="fromSlot">The slot the user dragged from.</param>
	public void StartDrag(DragableSlot fromSlot) {
		//Only react to the drag if there's actually an item in the slot.
		if (fromSlot.Content != null) {
			DraggingItem = true;
			//Store previous content in a local variable
			draggedItem = fromSlot.Content;
			fromSlot.RemoveContent ();
			//And store the slot the user dragged from, in order to place items when ending the drag
			draggedFrom = fromSlot;
		}
	}
Пример #4
0
    public void EquipRightClick(ItemClasses.Item item)
    {
        if (item == null)
        {
            return;
        }

        foreach (var slot in slots)
        {
            if (slot.slotType == item.Type)
            {
                slot.Place(item);
                break;
            }
        }
    }
Пример #5
0
 public virtual void Equip(ItemClasses.Item item)
 {
 }