Cyber/Assets/Scripts/Items/ItemDB.cs

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using System.Collections.Generic;
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using Cyber.Console;
namespace Cyber.Items {
/// <summary>
/// ItemDB containing 'templates' for all items.
/// </summary>
public class ItemDB {
private Dictionary<int, Item> Items = new Dictionary<int, Item>();
private int Counter = 0;
/// <summary>
///
/// </summary>
public static ItemDB Singleton = new ItemDB();
/// <summary>
/// Creates the ItemDB. Should not be externally called. See <see cref="Singleton"/>.
/// </summary>
public ItemDB() {
AddItem(new Item(Counter++, 0, "Very Long Item Name", 1.5f, EquipSlot.Hat, "This item is a rare piece of the \"way too long of a name\" technology, invented by space goblins in ancient times."));
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AddItem(new Item(Counter++, 1, "Outworldly Spherical Tube", .5f, EquipSlot.RightHand, "It's so spherical and smooth that it seems like it's not even from this world!"));
AddItem(new Item(Counter++, 0, "Cube Of Debuggery", 1.5f, EquipSlot.LeftHand, "Does some debuggery when you poke it.", (host) => { Term.Println("*DEBUGGERY*"); }));
}
/// <summary>
/// If there is an item at the given ID, return a clone of it. Otherwise return null.
/// </summary>
/// <param name="itemId">The id of the desired item.</param>
/// <returns></returns>
public Item Get(int itemId) {
if (Items.ContainsKey(itemId)) {
return Items[itemId].Clone();
}
return null;
}
private void AddItem(Item item) {
Items.Add(item.ID, item);
}
}
}