internal void UpdateToThisInv(Inventory inventory) { Inv = inventory; Inv.OrderItemsAlpha(); var iForSpwItem = 0;//so ReturnIniPos works nicely for (int i = 0; i < _inv.InventItems.Count; i++) { //> 0 for main so only show items tht have some if (_inv.InventItems[i] != null && _inv.InventItems[i].Amount > 0) { //is a brand new item if (_allItems.Count <= i && !DoWeHaveThatKeyAlready(_inv.InventItems[i].Key)) { _allItems.Add(ShowInvetoryItem.Create(_containr.transform, _inv.InventItems[i], ReturnIniPos(iForSpwItem), this, _invType)); } else if (_allItems[i].InvItem1.Key != _inv.InventItems[i].Key) { //updates the item _allItems[i].UpdateToThis(_inv.InventItems[i], ReturnIniPos(iForSpwItem)); } iForSpwItem++; } } FinalReposition(); }
private void ShowAllItems( ) { //bridge for ex if (Inv == null) { return; } _oldVolumeOccupied = Inv.CurrentVolumeOcuppied(); var iForSpwItem = 0;//so ReturnIniPos works nicely for (int i = 0; i < _inv.InventItems.Count; i++) { //> 0 for main so only show items tht have some if (_inv.InventItems[i] != null && _inv.InventItems[i].Amount > 0) { _allItems.Add(ShowInvetoryItem.Create(_containr.transform, _inv.InventItems[i], ReturnIniPos(iForSpwItem), this, _invType)); iForSpwItem++; } } }