public ItemEquip Equip(ItemEquip equipItem) { ItemEquipType tempType = equipItem.itemEquipType; ItemEquip itemForReturn = null; if (tempType == ItemEquipType.Ring) { if (!GetItemEquipData(ItemEquipType.RingLeft).IsEquiped) { tempType = ItemEquipType.RingLeft; } else { tempType = ItemEquipType.RingRight; } } ItemEquipedData _ItemEquipedData = GetItemEquipData(tempType); if (_ItemEquipedData.IsEquiped) { Destroy(slotContainer.GetChild(_ItemEquipedData.Item.indexItemInList).GetChild(0).gameObject); itemForReturn = _ItemEquipedData.Item; itemForReturn.indexItemInList = equipItem.indexItemInList; } ItemEquip newItem = equipItem.getCopy(); newItem.indexItemInList = GetIndexItemInList(tempType); _ItemEquipedData.IsEquiped = true; _ItemEquipedData.Item = newItem; AddItemInObj(newItem, newItem.indexItemInList); return(itemForReturn); }
private void ChangeItem(Combatant character, ItemEquipType type) { if (_changingItem) { return; } _changingItem = true; var dialog = new ChangeItemDialog(); dialog.Bounds = new UniRectangle( new UniScalar(0.5f, 0 - 100), new UniScalar(0.5f, 0 - 200), 200, 400 ); var items = new List <Item>(); var inventory = ((SRPGGame)Game).Inventory; foreach (var item in inventory) { switch (type) { case ItemEquipType.Armor: if (character.CanEquipArmor(item)) { items.Add(item); } break; case ItemEquipType.Weapon: if (character.CanEquipWeapon(item)) { items.Add(item); } break; case ItemEquipType.Accessory: items.Add(item); break; } } dialog.SetItems(items); _characterInfoDialog.Children.Add(dialog); dialog.BringToFront(); dialog.ItemSelected += i => { inventory.Remove(i); inventory.Add(character.EquipItem(i)); SetCharacter(character); dialog.Close(); _changingItem = false; }; dialog.ItemCancelled += () => { dialog.Close(); _changingItem = false; }; }
public Enchantment(string enchantName, Item ingredientHerb, int quantity, ItemEquipType restrictions, RequirementType satisfiesReq) { name = enchantName; ingredient = ingredientHerb; ingredientQuantity = quantity; enchantSlotRestriction = restrictions; reqTypes = satisfiesReq; GameRegistry.RegisterEnchantment(this); }
private ItemEquipedData GetItemEquipData(ItemEquipType equipType) { for (int i = 0; i < itemsEquipedData.Count; i++) { if (itemsEquipedData[i].Type == equipType) { return(itemsEquipedData[i]); } } return(null); }
private int GetIndexItemInList(ItemEquipType tempType) { for (int i = 0; i < itemEquipTypes.Length; i++) { if (itemEquipTypes[i] == tempType) { return(i); } } return(-1); }
public Item(string name, int val, RarityTypes rare, ItemEquipType itemType, int reqLvl, int enchants, bool sellable, int maxStacks, int curStacks, string description, bool canBeDropped) { _name = name; _value = val; _rarity = rare; _requiredLevel = reqLvl; _canBeSold = sellable; _itemType = itemType; _maxStacks = maxStacks; _curStacks = curStacks; _description = description; _canBeDropped = canBeDropped; }
public Item() { _name = "Unnamed Item"; _value = 100; _rarity = RarityTypes.Common; _itemType = ItemEquipType.Clothing; _requiredLevel = 0; _canBeSold = true; _icon = Resources.Load("Item Icons/defaultItem") as Texture2D; _iconPath = "Item Icons/defaultItem"; _maxStacks = 1; _curStacks = 1; _description = ""; _canBeDropped = true; }
public ItemEquip GetEquipItem(ItemEquipType equipType) { if (equipType == ItemEquipType.Ring) { if (GetItemEquipData(ItemEquipType.RingLeft).IsEquiped) { equipType = ItemEquipType.RingLeft; } else { equipType = ItemEquipType.RingRight; } } return(GetItemEquipData(equipType).Item); }
public Item setEquipType(ItemEquipType type) { equipType = type; return(this); }
private void ChangeItem(Combatant character, ItemEquipType type) { if (_changingItem) return; _changingItem = true; var dialog = new ChangeItemDialog(); dialog.Bounds = new UniRectangle( new UniScalar(0.5f, 0 - 100), new UniScalar(0.5f, 0 - 200), 200, 400 ); var items = new List<Item>(); var inventory = ((SRPGGame) Game).Inventory; foreach(var item in inventory) { switch(type) { case ItemEquipType.Armor: if (character.CanEquipArmor(item)) items.Add(item); break; case ItemEquipType.Weapon: if (character.CanEquipWeapon(item)) items.Add(item); break; case ItemEquipType.Accessory: items.Add(item); break; } } dialog.SetItems(items); _characterInfoDialog.Children.Add(dialog); dialog.BringToFront(); dialog.ItemSelected += i => { inventory.Remove(i); inventory.Add(character.EquipItem(i)); SetCharacter(character); dialog.Close(); _changingItem = false; }; dialog.ItemCancelled += () => { dialog.Close(); _changingItem = false; }; }
public ItemEquipedData(ItemEquipType type, ItemEquip item) { this.Type = type; this.Item = item; }
public Industry setEquipType(ItemEquipType type) { industryItem.setEquipType(type); return(this); }
public EnchantmentLeech(string enchantName, Item ingredientHerb, int quantity, ItemEquipType restrictions, RequirementType satisfiesReq) : base(enchantName, ingredientHerb, quantity, restrictions, satisfiesReq) { }
public EnchantmentHaste(string enchantName, Item ingredientHerb, int quantity, ItemEquipType restrictions) : base(enchantName, ingredientHerb, quantity, restrictions, 0) { }