//------------------------------------------------------------------------------------------------------------------------ // Buy() //------------------------------------------------------------------------------------------------------------------------ //not implemented yet public void Buy() { Item itemSelect = GetSelectedItem(); int itemAmount = itemSelect.GetPropertyValue <int>(typeof(AmountProperty)); int itemCost = itemSelect.GetPropertyValue <int>(typeof(CostProperty)); if (itemAmount > 0 && playerMoney >= itemSelect.GetPropertyValue <int>(typeof(CostProperty))) { decreaseMoney(itemCost); itemSelect.decreaseStock(); inventoryList.Add(itemSelect); AddMessage("Successful purchase!"); } else { if (playerMoney < itemCost) { AddMessage("You don't have enough money!"); } else if (itemAmount < 1) { AddMessage("Out of stock!"); } } }
//------------------------------------------------------------------------------------------------------------------------ // Sell() //------------------------------------------------------------------------------------------------------------------------ //not implemented yet public void Sell() { Item itemSelect = GetSelectedItem(); if (inventoryList.Contains(itemSelect)) { int itemCost = itemSelect.GetPropertyValue <int>(typeof(CostProperty)); increaseMoney(itemCost); itemSelect.increaseStock(); inventoryList.Remove(itemSelect); AddMessage("Sold!"); } else { AddMessage("You don't have this item!"); } }