public UICreativeInfiniteItemsDisplay(UIState uiStateThatHoldsThis)
 {
     _parentUIState          = uiStateThatHoldsThis;
     _itemIdsAvailableTotal  = new List <int>();
     _itemIdsAvailableToShow = new List <int>();
     _filterer = new EntryFilterer <Item, IItemEntryFilter>();
     _filterer.AddFilters(new List <IItemEntryFilter>
     {
         new ItemFilters.Weapon(),
         new ItemFilters.Armor(),
         new ItemFilters.BuildingBlock(),
         new ItemFilters.GameplayItems(),
         new ItemFilters.Accessories(),
         new ItemFilters.Consumables(),
         new ItemFilters.Materials()
     });
     _filterer.SetSearchFilterObject(new ItemFilters.BySearch());
     _sorter = new EntrySorter <int, ICreativeItemSortStep>();
     _sorter.AddSortSteps(new List <ICreativeItemSortStep>
     {
         new SortingSteps.ByCreativeSortingId(),
         new SortingSteps.Alphabetical()
     });
     _itemIdsAvailableTotal.AddRange(CreativeItemSacrificesCatalog.Instance.SacrificeCountNeededByItemId.Keys.ToList());
     BuildPage();
 }
Ejemplo n.º 2
0
 public UIBestiaryTest(BestiaryDatabase database)
 {
     _filterer.SetSearchFilterObject(new Filters.BySearch());
     _originalEntriesList = new List <BestiaryEntry>(database.Entries);
     _workingSetEntries   = new List <BestiaryEntry>(_originalEntriesList);
     _filterer.AddFilters(database.Filters);
     _sorter.AddSortSteps(database.SortSteps);
     BuildPage();
 }