示例#1
0
        //to add something we must find the index availables for such item (if there are only
        //30 items and we removed 3, we cannot go to the 31 after deleting because we are
        //limiting that dictionary to a fixed size
        public bool AddToInventory(InfoItem i)
        {
            if (_itemsInInventory.Count >= _maxItemsInPossesion)
            {
                return(false);
            }
            int index = 0;

            if (_freeIntItems.Count > 0)
            {
                index = _freeIntItems[0];
                _freeIntItems.RemoveAt(0);
            }
            else
            {
                index = _itemsInInventory.Count;
            }
            if (i.TypeItem == TypeItem.Important)
            {
                _inventoryPanel.AddToInventory(InventorySlotType.Important, i.ModelName, index);
            }
            else
            {
                _inventoryPanel.AddToInventory(InventorySlotType.Item, i.ModelName, index);
            }
            _itemsInInventory.Add(index, i);
            return(true);
        }
示例#2
0
        private void PopulateDrop(TypeDrop actualDrop)
        {
            switch (actualDrop)
            {
            case TypeDrop.Gold:
            {
                StatsManager.Instance.AddGold(CostDrop());
                break;
            }

            case TypeDrop.Weapon:
            {
                InfoWeapon iw = new InfoWeapon();
                iw.SetValues("Weapon", (float)RarityStats(), false, WeaponType.SimpleSword, WeaponEffect(), actualRarityDrop, 1f, CostDrop(), "/Weapons/" + IconNameWeapon());
                if (InventoryManager.Instance.AvailableWeaponSpace > 0)
                {
                    InventoryManager.Instance.AddToInventory(iw);
                }
                else
                {
                    StatsManager.Instance.AddGold(iw.SellValue);
                }

                break;
            }

            case TypeDrop.Armor:
            {
                InfoArmor      ia    = new InfoArmor();
                EquippedInSlot slot  = SlotArmor();
                Stats          stats = ArmorStats();
                ia.SetValues("Armadura", false, slot, CostDrop(), "Some description randomly to be implemented", stats, "/Armors/" + slot.ToString() + "/" + IconNameArmor(slot));
                if (InventoryManager.Instance.AvailableArmorSpace > 0)
                {
                    InventoryManager.Instance.AddToInventory(ia);
                }
                else
                {
                    StatsManager.Instance.AddGold(ia.SellValue);
                }
                break;
            }

            case TypeDrop.Item:
            {
                InfoItem ii = new InfoItem();
                ii.SetValues("Item", TypeItem.Other, "Some description randomly generated", ConsumeEffect.None, CostDrop(), 1, "/Items/" + IconNameItem());
                if (InventoryManager.Instance.AvailableItemSpace > 0)
                {
                    InventoryManager.Instance.AddToInventory(ii);
                }
                else
                {
                    StatsManager.Instance.AddGold(ii.SellValue);
                }
                break;
            }
            }
        }
示例#3
0
        /********************************METHODS OF CLASS****************************************/

        public InfoItemsDatabase GetAllItemsInInventory()
        {
            InfoItem[] items = new InfoItem[_itemsInInventory.Count];
            _itemsInInventory.Values.CopyTo(items, 0);
            InfoItemsDatabase iid = new InfoItemsDatabase();

            foreach (InfoItem ii in items)
            {
                iid.DataBase.Add(ii);
            }
            return(iid);
        }
示例#4
0
 private void BattleEnded()
 {
     if (_playerIsDead)
     {
         _expGained  = Mathf.RoundToInt(_expGained * 0.5f);
         _goldGained = Mathf.RoundToInt(_goldGained * 0.5f);
     }
     if (_bossBattle == true)
     {
         if (!(InventoryManager.Instance.PlayerHas("The Golden Key") ||
               StatsManager.Instance.InfoPlayer.IsGameEnded == true))
         {
             InfoItem key = new InfoItem();
             key.SetValues("The Golden Key", TypeItem.Important, "A forgotten key, cursed, everyone who touched it before is now dead", ConsumeEffect.None, 0, 1, "/Items/Important/GoldenKey");
             if (InventoryManager.Instance.AvailableItemSpace > 0)
             {
                 InventoryManager.Instance.AddToInventory(key);
             }
         }
         _expGained  = Mathf.RoundToInt(_expGained * _playerCombat.LuckAfterBattle);
         _goldGained = Mathf.RoundToInt(_goldGained * _playerCombat.LuckAfterBattle);
     }
     DungeonManager.Instance.CombatEnded(_enemiesInCombat.Count, _playerIsDead);
     _actualTurn           = ActualTurn.None;
     _turnInProgress       = false;
     _playerIsDead         = false;
     _playerTurnInProgress = false;
     _combatUpdater.ResetSlots();
     _enemiesAlive.Clear();
     _enemiesInCombat.Clear();
     _enemiesAddToBattle.Clear();
     _bossBattle        = false;
     _preloadTurn       = ActualTurn.None;
     _startedBattle     = false;
     _canEnemiesBeAdded = false;
     _enemyAttacked     = -1;
     _enemyDoingAction  = -1;
     GameManager.Instance.SwapContextToDungeonFromCombat();
 }