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TraitMannequin.cs
Go to the documentation of this file.
1
using
System.Collections.Generic;
2
3
public
class
TraitMannequin
:
TraitItem
4
{
5
public
override
bool
CanStack
=>
false
;
6
7
public
override
bool
CanSearchContent
=>
true
;
8
9
public
override
bool
CanUseContent
=>
false
;
10
11
public
override
bool
UseAltTiles
=> owner.things.Count > 0;
12
13
public
override
bool
CanUseFromInventory
=>
false
;
14
15
public
override
bool
CanName
=>
true
;
16
17
public
override
bool
CanUse
(
Chara
c)
18
{
19
if
(base.CanUse(c))
20
{
21
if
(!
EClass
.
_zone
.
IsPCFaction
)
22
{
23
return
EClass._zone is
Zone_Tent
;
24
}
25
return
true
;
26
}
27
return
false
;
28
}
29
30
public
override
bool
OnUse
(
Chara
c)
31
{
32
List<Thing> list =
new
List<Thing>();
33
foreach
(
BodySlot
slot
in
EClass
.
pc
.
body
.
slots
)
34
{
35
if
(slot.
elementId
!= 44 && slot.
thing
!=
null
&& slot.
thing
.
blessedState
>=
BlessedState
.Normal)
36
{
37
list.Add(slot.
thing
);
38
}
39
}
40
if
(
owner
.
things
.Count == 0)
41
{
42
foreach
(
Thing
item
in
list)
43
{
44
owner
.
AddCard
(
item
);
45
}
46
}
47
else
48
{
49
List<Thing> list2 =
new
List<Thing>();
50
foreach
(
Thing
thing
in
owner
.
things
)
51
{
52
list2.Add(thing);
53
}
54
foreach
(
Thing
item2
in
list)
55
{
56
owner
.
AddCard
(item2);
57
}
58
foreach
(
Thing
item3
in
list2)
59
{
60
EClass
.
pc
.
PickOrDrop
(
EClass
.
pc
.
pos
, item3, msg:
false
);
61
if
(item3.
GetRootCard
().
IsPC
)
62
{
63
EClass
.
pc
.
body
.
Equip
(item3,
null
, msg:
false
);
64
}
65
}
66
}
67
owner
.
Dye
((
owner
.
things
.Count > 0) ?
owner
.
things
[0].material :
null
);
68
SE.Equip();
69
return
true
;
70
}
71
}
BlessedState
BlessedState
Definition:
BlessedState.cs:2
ContainerFlag.item
@ item
BodySlot
Definition:
BodySlot.cs:4
BodySlot.elementId
int elementId
Definition:
BodySlot.cs:6
BodySlot.thing
Thing thing
Definition:
BodySlot.cs:8
Card.AddCard
Card AddCard(Card c)
Definition:
Card.cs:2887
Card.pos
Point pos
Definition:
Card.cs:55
Card.Dye
void Dye(string idMat)
Definition:
Card.cs:5267
Card.things
ThingContainer things
Definition:
Card.cs:34
Card.IsPC
virtual bool IsPC
Definition:
Card.cs:2019
Card.GetRootCard
Card GetRootCard()
Definition:
Card.cs:3173
Card.blessedState
BlessedState blessedState
Definition:
Card.cs:262
CharaBody.slots
List< BodySlot > slots
Definition:
CharaBody.cs:8
CharaBody.Equip
bool Equip(Thing thing, BodySlot slot=null, bool msg=true)
Definition:
CharaBody.cs:182
Chara
Definition:
Chara.cs:10
Chara.body
CharaBody body
Definition:
Chara.cs:91
Chara.PickOrDrop
void PickOrDrop(Point p, string idThing, int idMat=-1, int num=1, bool msg=true)
Definition:
Chara.cs:3900
EClass
Definition:
EClass.cs:5
EClass._zone
static Zone _zone
Definition:
EClass.cs:20
EClass.pc
static Chara pc
Definition:
EClass.cs:14
Thing
Definition:
Thing.cs:8
TraitItem
Definition:
TraitItem.cs:2
TraitMannequin
Definition:
TraitMannequin.cs:4
TraitMannequin.CanUseContent
override bool CanUseContent
Definition:
TraitMannequin.cs:9
TraitMannequin.OnUse
override bool OnUse(Chara c)
Definition:
TraitMannequin.cs:30
TraitMannequin.UseAltTiles
override bool UseAltTiles
Definition:
TraitMannequin.cs:11
TraitMannequin.CanUseFromInventory
override bool CanUseFromInventory
Definition:
TraitMannequin.cs:13
TraitMannequin.CanSearchContent
override bool CanSearchContent
Definition:
TraitMannequin.cs:7
TraitMannequin.CanName
override bool CanName
Definition:
TraitMannequin.cs:15
TraitMannequin.CanStack
override bool CanStack
Definition:
TraitMannequin.cs:5
TraitMannequin.CanUse
override bool CanUse(Chara c)
Definition:
TraitMannequin.cs:17
Trait.owner
Card owner
Definition:
Trait.cs:26
Zone_Tent
Definition:
Zone_Tent.cs:2
Zone.IsPCFaction
bool IsPCFaction
Definition:
Zone.cs:464
Elin
TraitMannequin.cs
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