public Item Produce( int id, string name, string meshName, ItemType type, ItemUseAttachOption itemAttachOptionWhenUse, ItemHaveAttachOption itemHaveAttachOption, double armourNum, GameWorld world) { Armour item = new Armour(id, name, meshName, world); switch (type) { case ItemType.IT_HAND_ARMOUR: item.HandArmourNum = armourNum; break; case ItemType.IT_HEAD_ARMOUR: item.HeadArmourNum = armourNum; break; case ItemType.IT_FOOT_ARMOUR: item.FootArmourNum = armourNum; break; case ItemType.IT_BODY_ARMOUR: item.BodyArmourNum = armourNum; break; } return(item); }
public static Item Produce( string name, string meshName, ItemType type, ItemUseAttachOption itemAttachOptionWhenUse, ItemHaveAttachOption itemAttachOptionWhenHave, double damage, int ammoCapcity) { return(null); }
public Item Produce( int id, string desc, string meshName, ItemType type, ItemUseAttachOption itemUseAttachOption, ItemHaveAttachOption itemHaveAttachOption, double damage, int range, GameWorld world, int ammoCapcity = -1, double amourNum = -1) { Item item = null; switch (type) { case ItemType.IT_BOW | ItemType.IT_CROSSBOW | ItemType.IT_RIFLE | ItemType.IT_PISTOL | ItemType.IT_ONE_HAND_WEAPON | ItemType.IT_TWO_HAND_WEAPON | ItemType.IT_POLEARM | ItemType.IT_RPG_MISSILE | ItemType.IT_SUBMACHINE_GUN | ItemType.IT_THROWN: item = ItemWeaponFactory.Instance.Produce( id, desc, meshName, type, itemUseAttachOption, itemHaveAttachOption, damage, range, world); break; case ItemType.IT_HAND_ARMOUR | ItemType.IT_HEAD_ARMOUR | ItemType.IT_BODY_ARMOUR | ItemType.IT_FOOT_ARMOUR: item = ItemArmourFactory.Instance.Produce( id, desc, meshName, type, itemUseAttachOption, itemHaveAttachOption, amourNum, world); break; case ItemType.IT_ARROW | ItemType.IT_BOLT | ItemType.IT_BULLET: item = ItemAmmoFactory.Produce( desc, meshName, type, itemUseAttachOption, itemHaveAttachOption, damage, ammoCapcity); break; case ItemType.IT_GOOD: break; case ItemType.IT_BOOK: break; } return(item); }
public Item Produce( int id, string desc, string meshName, ItemValidType type, ItemUseAttachOption itemUseAttachOption, ItemHaveAttachOption itemHaveAttachOption, double damage, int range, GameWorld world, int ammoCapcity = -1, double amourNum = -1) { Item item = null; return(item); }
public Item CreateItem( string desc, string meshName, ItemType type, ItemUseAttachOption attachOptionWhenUse, ItemHaveAttachOption attachOptionWhenHave, double damage, int range, GameWorld world, int ammoCapcity, double amourNum) { return(ItemFactory.Instance.Produce(gameObjects.Count, desc, meshName, type, attachOptionWhenUse, attachOptionWhenHave, damage, range, world, ammoCapcity, amourNum)); }
public Item( string id, string itemName, string itemMeshName, IItemType itemType, ItemHaveAttachOption itemAttachOptionWhenHave, ItemUseAttachOption itemAttachOptionWhenUse) : base(id) { SetID(id); this.itemName = itemName; this.itemMeshName = itemMeshName; this.itemType2 = itemType; this.itemAttachOptionWhenHave = itemAttachOptionWhenHave; this.itemAttachOptionWhenUse = itemAttachOptionWhenUse; }
public Item( int id, string itemName, string itemMeshName, ItemType itemType, ItemHaveAttachOption itemAttachOptionWhenHave, ItemUseAttachOption itemAttachOptionWhenUse, GameWorld world) : base(id, world) { this.itemName = itemName; this.itemMeshName = itemMeshName; this.itemType = itemType; this.itemAttachOptionWhenUse = itemAttachOptionWhenUse; this.itemAttachOptionWhenHave = itemAttachOptionWhenHave; health = new HealthInfo(this, int.MaxValue, false); create(); }