public GadgetSlot(EGadgetSlot inSlot, int inCapacity) { Slot = inSlot; Capacity = inCapacity; Gadgets = new List <IGadgetInterface>(Capacity); }
// ~IGadgetSetInterface private bool HasSlotSpace(EGadgetSlot inSlotId) { // Need to have a capacity to carry if (_slotCapacities.ContainsKey(inSlotId) && _slotCapacities[inSlotId] > 0) { // No slot would mean it's empty (remove slots on empty) if (_gadgetSlots.Exists((value) => value.Slot == inSlotId)) { var slot = _gadgetSlots.Find((value) => value.Slot == inSlotId); return(slot.Gadgets.Count < slot.Capacity); } return(true); } return(false); }