示例#1
0
        // Called when the item is added to the inventory list.
        public override void OnAdded(Inventory inventory)
        {
            base.OnAdded(inventory);
            int[] maxAmounts = { 20, 30, 50 };

            this.currentAmmo = 0;

            this.ammo = new Ammo[] {
                inventory.AddAmmo(
                    new AmmoSatchelSeeds(
                        "ammo_ember_seeds", "Ember Seeds", "A burst of fire!",
                        new Sprite(GameData.SHEET_ITEMS_SMALL, new Point2I(0, 3)),
                        0, maxAmounts[level]
                    ),
                    false
                ),
                inventory.AddAmmo(
                    new AmmoSatchelSeeds(
                        "ammo_scent_seeds", "Scent Seeds", "An aromatic blast!",
                        new Sprite(GameData.SHEET_ITEMS_SMALL, new Point2I(1, 3)),
                        0, maxAmounts[level]
                    ),
                    false
                ),
                inventory.AddAmmo(
                    new AmmoSatchelSeeds(
                        "ammo_pegasus_seeds", "Pegasus Seeds", "Steals speed?",
                        new Sprite(GameData.SHEET_ITEMS_SMALL, new Point2I(2, 3)),
                        0, maxAmounts[level]
                    ),
                    false
                ),
                inventory.AddAmmo(
                    new AmmoSatchelSeeds(
                        "ammo_gale_seeds", "Gale Seeds", "A mighty blow!",
                        new Sprite(GameData.SHEET_ITEMS_SMALL, new Point2I(3, 3)),
                        0, maxAmounts[level]
                    ),
                    false
                ),
                inventory.AddAmmo(
                    new AmmoSatchelSeeds(
                        "ammo_mystery_seeds", "Mystery Seeds", "A producer of unknown effects.",
                        new Sprite(GameData.SHEET_ITEMS_SMALL, new Point2I(4, 3)),
                        0, maxAmounts[level]
                    ),
                    false
                )
            };
        }
示例#2
0
 public void BuyAmmo()
 {
     inventory.AddAmmo(ammoType);
     GameController.Instance.Cash -= cash;
     //GameController.Instance.Cash ();
     GameController.Instance.UpdateAmmoCurrent();
 }
示例#3
0
        //-----------------------------------------------------------------------------
        // Virtual
        //-----------------------------------------------------------------------------
        // Called when the item is added to the inventory list
        public override void OnAdded(Inventory inventory)
        {
            base.OnAdded(inventory);
            int[] maxAmounts = { 99, 300, 999 };

            inventory.AddAmmo(
                new Ammo(
                    "rupees", "Rupees", "A currency.",
                    new Sprite(GameData.SHEET_ITEMS_SMALL, new Point2I(5, 3)),
                    0, maxAmounts[level]
                ),
                false
            );
        }
示例#4
0
        //-----------------------------------------------------------------------------
        // Virtual
        //-----------------------------------------------------------------------------

        // Called when the item is added to the inventory list
        public override void OnAdded(Inventory inventory)
        {
            base.OnAdded(inventory);
            int[] maxAmounts = { 99, 300, 999 };

            inventory.AddAmmo(
                new Ammo(
                    "rupees", "Rupees", "A currency.",
                    new Sprite(GameData.SHEET_ITEMS_SMALL, new Point2I(5, 3)),
                    0, maxAmounts[level]
                    ),
                false
                );
        }
示例#5
0
        // Called when the item is added to the inventory list.
        public override void OnAdded(Inventory inventory)
        {
            base.OnAdded(inventory);
            int[] maxAmounts = { 30, 40, 50 };

            this.currentAmmo = 0;
            this.ammo = new Ammo[] {
                inventory.AddAmmo(
                    new Ammo(
                        "ammo_arrows", "Arrows", "A standard arrow.",
                        new Sprite(GameData.SHEET_ITEMS_SMALL, new Point2I(15, 1)),
                        maxAmounts[level], maxAmounts[level]
                    ),
                    false
                )
            };
        }