public void GiveCraftMats() { for (int i = 0; i < 20; i++) { player.AddItem(CraftMaterialsClasses.Copper()); player.AddItem(CraftMaterialsClasses.Linen()); player.AddItem(CraftMaterialsClasses.Wood()); } }
public bool PlayerBuyItem(int arrayNum) { Item itemToBuy = vendorItems[arrayNum]; if (player.Gold >= itemToBuy.Value) //If we have enough gold to buy { if (player.AddItem(itemToBuy)) { player.ModifyGold(-1 * itemToBuy.Value); vendorItems.RemoveAt(arrayNum); return(true); } } return(false); }
public void MoveFromBankToPlayer(int arrayNum) { bool added = player.AddItem(player.Stash[arrayNum]); if (added) { player.Stash.RemoveAt(arrayNum); } }
public void CompleteQuest(NPCQuest quest) { if (player.Inventory.Count + quest.QuestReward.Count <= player.MaxInventorySpace) { for (int i = 0; i < quest.QuestReward.Count; i += 0) { bool addedItem = player.AddItem(quest.QuestReward[i]); if (addedItem) { quest.QuestReward.RemoveAt(i); } else { Debug.Log("Stack is full"); } } if (quest.QuestReward.Count == 0) { player.AddExp(quest.QuestExpReward); player.ModifyGold(quest.QuestGoldReward); quest.isFinished = true; player.questsComplete.Add(quest); if (quest.qego != null && !quest.EnableQuestGOPerm) { quest.qego.DisableGameObjects(); } if (quest.numberToObtain > 0) { for (int i = 0; i < player.Inventory.Count; i++) { if (player.Inventory[i].Name == quest.nameOfItem) { player.Inventory[i].CurStacks -= quest.numberToObtain; if (player.Inventory[i].CurStacks <= 0) { player.Inventory.RemoveAt(i); } } } } player.QuestsInProgress.Remove(quest); EnterDialog(); } } else { Debug.Log("Inventory is Full!"); } }
void PlayerPickUp() { float viewDist = Vector3.Distance(transform.position, playerNew.transform.position); if (viewDist < 4) { bool added = playerNew.AddItem(myItem); if (added) { Destroy(gameObject); } } else { CharacterControl.useNewPosition = true; CharacterControl.newPosition = transform.position; CharacterControl.arrivedAtDestination = false; } }
public void InventoryDo(string method, int cnt) { if (method == "DropItem") { if (_pc.Inventory[cnt].CanBeDropped) { _pc.Inventory.RemoveAt(cnt); } else { Debug.Log("Can't destroy this item!"); } } else if (method == "UseItem") { if (_pc.Inventory[cnt].ItemType == ItemEquipType.Clothing || _pc.Inventory[cnt].ItemType == ItemEquipType.Weapon) { if (_pc.playerState == PlayerState.Normal) { GUIHandler.EquipAnItem(cnt); } else { Debug.Log("Can't equip item right now."); } } else if (_pc.Inventory[cnt].ItemType == ItemEquipType.Consumable) { //IEnumerator for cooldown of using potions Consumable c = _pc.Inventory[cnt] as Consumable; bool usedPot = _pc.UseConsumable((int)c.VitalToRestore, c.AmountToHeal); if (usedPot) { if (c.CurStacks == 1) { _pc.Inventory.RemoveAt(cnt); } else { c.CurStacks -= 1; } } else { Debug.Log("Using pots on cooldown"); } } else if (_pc.Inventory[cnt].ItemType == ItemEquipType.Socket) { MyGUI.itemIsPickedUp = true; MyGUI.itemPickedUpIcon = _pc.Inventory[cnt].Icon; MyGUI.itemIsForUse = true; MyGUI.pickedUpItemIdentifier = string.Format("Inventory{0}", cnt); } else { Debug.Log("Unknown : This is a " + _pc.Inventory[cnt].Name); } } else { if (_pc.Inventory.Count < _maxInventorySpace) { switch (method) { //Returning Equipped Items case "ReturnEquippedWeapon": _pc.AddItem(_pc.EquipedWeapon); _pc.EquipedWeapon = null; break; case "ReturnEquippedArmorHead": _pc.AddItem(_pc.EquipedArmorHead); _pc.EquipedArmorHead = null; break; case "ReturnEquippedArmorChest": _pc.AddItem(_pc.EquipedArmorChest); _pc.EquipedArmorChest = null; break; case "ReturnEquippedArmorGloves": _pc.AddItem(_pc.EquipedArmorGloves); _pc.EquipedArmorGloves = null; break; case "ReturnEquippedArmorLegs": _pc.AddItem(_pc.EquipedArmorLegs); _pc.EquipedArmorLegs = null; break; case "ReturnEquippedArmorFeet": _pc.AddItem(_pc.EquipedArmorFeet); _pc.EquipedArmorFeet = null; break; case "ReturnEquippedArmorBack": _pc.AddItem(_pc.EquipedArmorBack); _pc.EquipedArmorBack = null; break; } } else { Debug.Log("Inventory is full"); Debug.Log("Your Inventory is full."); } } _pc.UpdateStats(); }