using System.Collections.Generic; namespace Cyber.Items { /// /// Represents the equipped items at given slots. /// public class Equipped { Dictionary EquippedItems = new Dictionary(); /// /// Inserts an item here, marking it as 'equipped'. /// /// The slot to equip the item to. /// The item to equip. public void SetSlot(EquipSlot slot, Item item) { EquippedItems[slot] = item; } /// /// Empties the desired slot of any items. /// /// The slot to empty. public void ClearSlot(EquipSlot slot) { EquippedItems.Remove(slot); } /// /// Returns the item at the given slot, or null if no item at the slot was found. /// /// /// public Item GetItem(EquipSlot slot) { if (EquippedItems.ContainsKey(slot)) { return EquippedItems[slot]; } return null; } /// /// Returns a dictionary of all equipped items. /// /// Dictionary of equipped items. public Dictionary GetEquippedDict() { return EquippedItems; } /// /// Returns a list of all items that are generally equipped. /// /// List of equipped items. public List GetEquippedList() { return new List(EquippedItems.Values); } /// /// Clears all equipped items, removing them from their slots. /// public void ClearAllEquipped() { EquippedItems.Clear(); } } }