public void CannotAddThreeCrossbowToBackpack() { Backpack bp = new Backpack("Small Backpack", 3, 4); Crossbow bow = new Crossbow("Terrible Crossbow", 3, 4); Crossbow tooBig = new Crossbow("Terrible Crossbow", 3, 4); bool expected = false; bp.Add(bow); bool actual = bp.Add(tooBig); Assert.AreEqual(expected, actual); }
public void CannotAddTwoCrossboawsToBackpack() { Backpack bp = new Backpack("Small Backpack", 3, 4); Crossbow bow = new Crossbow("Terrible crossbow", 3, 4); Crossbow tooMany = new Crossbow("Janky crossbow", 3, 4); bool expected = false; bp.Add(bow); bool actual = bp.Add(tooMany); Assert.AreEqual(expected, actual); }
void Start() { Character c = GetComponent <Unit>().Character; Backpack b = c.Backpack; b.EmptyBackpack(); int level = c.Level; int budget = level; if (armor != "") { Armor a = ArmorDB.Instance.GetArmor(armor, budget); if (a == null) { Debug.LogError(armor + " not found in armor database"); } b.Add(a); b.Equip(a); budget += level - ArmorDB.Instance.GetLevel(a.Name); } else { budget += 2; } if (weapon != "") { Weapon w = WeaponDB.Instance.GetWeapon(weapon, budget); if (w == null) { Debug.LogError(weapon + " not found in weapons database"); } b.Add(w); b.Equip(w); } foreach (string e in extras) { Item i = ItemFactory.CreateItem(e); if (i.Name == "Rubbish") { Debug.LogError(e + " generated Rubbish."); } if (!c.Backpack.Add(i)) { Debug.LogWarning(c.Name + " ran out of inventory space."); } } }
public void AddItemToBackpack(GearItem item) { if (item != null) { Backpack.Add(item); } }
public void AddItem(Room[,] world) { if (world[X,Y].Item != null) { Backpack.Add((world[X,Y].Item)); world[X,Y].Item = null; } }
public void PickUp(IPickupAble pickupAble) { if (pickupAble.Weight + this.CurerentWeight <= this.ObjMaxCap) { Backpack.Add(pickupAble); this.CurerentWeight += pickupAble.Weight; } }
public void Loot(EntityEnemy toLoot) { AddGold(toLoot.GoldValue); foreach (Item i in toLoot.Loot) { Backpack.Add(i); } }
public void CanAddCrossbowToBackPack() { Backpack bp = new Backpack("Small Backpack", 3, 4); Crossbow bow = new Crossbow("Terrible crossbow", 3, 4); bool expected = true; bool actual = bp.Add(bow); Assert.AreEqual(expected, actual); }
public void CanAddPotionToBackPack() { Backpack bp = new Backpack("Small Backpack", 3, 4); Heal heal = new Heal("Little potion", 3, 4); bool expected = true; bool actual = bp.Add(heal); Assert.AreEqual(expected, actual); }
public void CannotAddFivePotionsToBackpack() { Backpack bp = new Backpack("Small Backpack", 3, 4); Heal heal1 = new Heal("Small heal potion", 1, 1); Heal heal2 = new Heal("Small heal potion", 1, 1); Heal heal3 = new Heal("Small heal potion", 1, 1); Heal heal4 = new Heal("Small heal potion", 1, 1); Heal heal5 = new Heal("Small heal potion", 1, 1); bool expected = false; bp.Add(heal1); bp.Add(heal2); bp.Add(heal3); bp.Add(heal4); bool actual = bp.Add(heal5); Assert.AreEqual(expected, actual); }
void Start() { Weapon w = new Weapon(); w.attackInfo = new AttackInfo(new Norange()); Backpack b = GetComponent <Unit>().Character.Backpack; b.Add(w); b.Equip(w); }
private string Wield(Weapon weapon) { var limbo = Weapon; Backpack.Remove(weapon); Weapon = weapon; if (limbo != null) { Backpack.Add(Weapon); // Todo: Or drop weapon } return($"{Name} wields the {weapon.Name}"); }
public bool AddToBackpack(Item item) { if (Backpack.Count < 10) { Backpack.Add(item); return(true); } else { return(false); } }
private void ShowInventory(Cell cell, Rect coordinateRect, Backpack donor, Backpack recipient) { if (cell.CellItem != null) { GUI.Label(coordinateRect, cell.CellItem.MaxInStack.ToString()); GUI.Label(new Rect(coordinateRect.x, coordinateRect.y + 20, coordinateRect.width, coordinateRect.height), cell.CellItem.NowInStack.ToString()); if (GUI.Button(coordinateRect, cell.CellItem.ItemTexture)) { if (isOpenedChest && isOpenedBackpack) { if (Input.GetMouseButtonUp(1)) { if (cell.CellItem != null && cell.CellItem.Type != Item.ItemType.Ammunition) { Cell commonCell = new Cell(cell.CellIndex); commonCell.CellItem = human.PersonWeapon; cell.CellItem.UseItem(human); cell.CellItem = commonCell.CellItem; } else { cell.CellItem.UseItem(human); if (cell.CellItem.NowInStack == 0) { cell.CellItem = null; } } } else { cell.CellItem = recipient.Add(cell.CellItem); } } } } else { if (GUI.Button(coordinateRect, cell.CellIndex.ToString())) { if (human.PersonWeapon != null) { cell.CellItem = human.PersonWeapon; cell.CellItem.NowInStack++; human.PersonWeapon = null; } } } }
public virtual void Init() { backpack = new Backpack(maxItemStack, maxItemWight); for(int i=0;i<maxItemStack && i<presetItems.Count; i++) { if (ItemDatabase.GetItem(presetItems[i].Get_Item_ID()) != null) backpack.Add(presetItems[i].Get_Item_ID(),presetItems[i].Get_Stack()); } equipment = new Backpack(maxEqiupStack, maxEqiupWight); for(int i=0;i<maxEqiupStack && i<presetEqiup.Count; i++) { if (ItemDatabase.GetItem(presetEqiup[i].Get_Item_ID()) != null) equipment.Add(i, presetEqiup[i].Get_Item_ID(), 1); } }
public override void Attack(Character opponent, int dice, int input, Room[,] world) { if (dice != input) { opponent.Health -= 20; if (opponent.Health < 1) { Backpack.Add(opponent); world[X,Y].Monster = null; } } else if (input == dice) { Hunger += 10; opponent.Health += 10; } }
public Backpack GetBackpack() { Backpack tempBackpack = new Backpack(); foreach (string item in backpack) { Item tempItem = ItemFactory.CreateItem(item); tempBackpack.Add(tempItem); } foreach (Item i in tempBackpack) { if (equippedArmor == i.Name || equippedWeapon == i.Name || equippedTrinket == i.Name) { tempBackpack.Equip((Equipment)i); } } return(tempBackpack); }
public bool RemoveFromEquipment(int equipmentItemIndex) { if (Equipment.Count == 0) { return(false); } if (Backpack.Count < 10) { Backpack.Add(Equipment[equipmentItemIndex]); Equipment.RemoveAt(equipmentItemIndex); Backpack[Backpack.Count - 1].Unequip(); return(true); } else { return(false); } }
private void Toggle(ClothingItem item) { var slot = GetSlot(item); // find a slot corresponding to the item if (slot.Value == item) // if item is equipped { slot.Value = null; // remove it from slot Backpack.Add(item); // and put to backpack } else // otherwise if item is not equipped { if (slot.Value != null) { Backpack.Add(slot.Value); // clear the slot if it was used } Backpack.Remove(item); // take item from backpack slot.Value = item; // and put to the slot } }
///<summary> algorytm zachłanny zwracający załadowany plecak przez elementy od najlżejszych </summary> public void n_element_min_weight() { LOE = this.bubblesort_min_weight(LOE); for(int i = 0; i < LOE.Count; i++) { while (backpack_space_left(LOE[i]) == true) { BP.Add(LOE[i]); backpackSpaceLeft -= LOE[i].weight; } if (backpackSpaceLeft == 0) break; } }
public bool UnequipItem(InventoryItem item) { if (item == null) { Debug.LogWarning("Error: UnequipItem(null)."); return(false); } var inventoryItem = Inventory.SingleOrDefault(i => i.ItemDetails.Name.Equals(item.ItemDetails.Name)); bool isInInventory = Inventory.SingleOrDefault(i => i.ItemDetails.Name.Equals(item.ItemDetails.Name)) != null; if (!isInInventory) { Debug.LogWarning($"The item '{item.ItemDetails.Name}' is not equipped (not in the inventory)."); return(false); } var backpackItem = Backpack.SingleOrDefault(kvp => kvp.Key.ItemDetails.Name.Equals(item.ItemDetails.Name)); bool isInBackpack = backpackItem.Key != null; if (isInBackpack) { Backpack[backpackItem.Key]++; } else { Backpack.Add(inventoryItem, 1); } Inventory.Remove(inventoryItem); OnItemChangedCallback?.Invoke(); DisplayItems(); return(true); }
public void Add(ClothingItem item) { item.OnToggle += Toggle; Backpack.Add(item); }
public void AddItem(string item) { Backpack.Add(item); }
public void UpdateInventoryCache() { using (new PerformanceLogger("UpdateCachedInventoryData")) { Clear(); if (!ZetaDia.IsInGame || ZetaDia.Me == null || !ZetaDia.Me.IsValid || ZetaDia.CPlayer == null || !ZetaDia.CPlayer.IsValid) { return; } //var itemList = ZetaDia.Actors.GetActorsOfType<ACDItem>(); // Using backpack only for now, as grabbing all ACDItems is just slow and we don't have a use for them yet. //var itemList = ZetaDia.Me.Inventory.Backpack; //var inventory = ZetaDia.Me.Inventory; //Equipped = inventory.Equipped.ToList(); //EquippedIds = new HashSet<int>(Equipped.Select(i => i.ActorSNO)); //Backpack = inventory.Backpack.ToList(); //Stash = inventory.StashItems.ToList(); KanaisCubeIds = new HashSet <int>(ZetaDia.CPlayer.KanaisPowersAssignedActorSnoIds); // this turns out to be much faster than accessing ZetaDia.Me.Inventory foreach (var item in ZetaDia.Actors.GetActorsOfType <ACDItem>().ToList()) { if (!item.IsValid) { continue; } switch (item.InventorySlot) { case InventorySlot.BackpackItems: Backpack.Add(item); break; //case InventorySlot.SharedStash: // Stash.Add(item); // break; case InventorySlot.Bracers: case InventorySlot.Feet: case InventorySlot.Hands: case InventorySlot.Head: case InventorySlot.Waist: case InventorySlot.Shoulders: case InventorySlot.Torso: case InventorySlot.LeftFinger: case InventorySlot.RightFinger: case InventorySlot.RightHand: case InventorySlot.LeftHand: case InventorySlot.Legs: case InventorySlot.Neck: case InventorySlot.Socket: Equipped.Add(item); EquippedIds.Add(item.ActorSNO); break; //case InventorySlot.Buyback: //case InventorySlot.None: default: if ((int)item.InventorySlot == 19) { Equipped.Add(item); EquippedIds.Add(item.ActorSNO); } //Other.Add(item); break; } } //IsGroundItemOverload = (Ground.Count > 50); //Logger.Log(TrinityLogLevel.Debug, LogCategory.CacheManagement, // "Refreshed Inventory: Backpack={0} Stash={1} Equipped={2} Ground={3}", // Backpack.Count, // Stash.Count, // Equipped.Count, // Ground.Count); } }
public void PickUp(Item item) { Backpack.Add(item); }