private void OnGUI() { GUILayout.BeginHorizontal(); GUILayout.Label("Item Editor", EditorStyles.boldLabel); GUILayout.EndHorizontal(); EditorGUI.BeginChangeCheck(); itemType = (ITEM_TYPE)EditorGUILayout.EnumPopup("Item to create", itemType); GUILayout.Space(10); if (EditorGUI.EndChangeCheck()) { Debug.Log("TYPE : " + itemType); } ShowField(); GUILayout.BeginVertical(); if (GUILayout.Button("Create new Item", GUILayout.ExpandWidth(false))) { CreateNewItem(); } GUILayout.EndVertical(); }
// Update is called once per frame void Update() { popCount += Time.deltaTime; if (popCount >= popInterval) { popCount = 0f; ITEM_TYPE type = (ITEM_TYPE)Random.Range(0, (float)ITEM_TYPE.MAX); GameObject obj = default; switch (type) { case ITEM_TYPE.CANDY: obj = Instantiate(itemCandy, this.transform); break; case ITEM_TYPE.PUDDING: obj = Instantiate(itemPudding, this.transform); break; case ITEM_TYPE.CAKE: obj = Instantiate(itemCake, this.transform); break; case ITEM_TYPE.TAIYAKI: obj = Instantiate(itemTaiyaki, this.transform); break; } if (obj != default) { obj.transform.position = new Vector3(Random.Range(popMinX, popMaxX), popY, this.transform.position.z); } } }
public Item GetItem(string strKeyword, bool bRemoveFromHand, ITEM_TYPE itemType = ITEM_TYPE.ANY) { foreach (EntityHand hand in Hands) { if (hand.Item == null) { continue; } if (itemType != ITEM_TYPE.ANY && itemType != hand.Item.Type) { continue; } if (!hand.Item.IsKeyword(strKeyword)) { continue; } // item found Item item = hand.Item; if (bRemoveFromHand) { hand.Item = null; } return(item); } return(null); }
// 스크롤에 표시할 아이템 만들기 public void CreateItemOnScrollView(ITEM_TYPE type) { // 아이템 타입 리스트 가져오기 List <ViewItemInfo> infoList = GetCurrentList(type); ViewItem[] tempArray = ScrollContent.GetComponentsInChildren <ViewItem>(); for (int i = 0; i < tempArray.Length; i++) { if (tempArray[i] != ScrollViewItemPrototype.GetComponent <ViewItem>()) { Destroy(tempArray[i].gameObject); } } for (int i = 0; i < infoList.Count; i++) { var item = Instantiate(ScrollViewItemPrototype); // 아이템 정보 세팅 item.GetComponent <ViewItem>().SetInfo(infoList[i].Sprite, infoList[i].Name, infoList[i].Type, infoList[i].SizeX, infoList[i].SizeY); item.SetParent(ScrollContent); item.gameObject.SetActive(true); } }
void SpecialItemSearch() { isSpeedItem = false; isMagnetItem = false; isBonusItem = false; for (int i = 0; i < tails.Count; i++) { GameObject tail = (GameObject)tails[i]; ITEM_TYPE tailItemType = tail.GetComponent <BS_Item>().GetItemType(); if (tailItemType == ITEM_TYPE.ITEM_SPEED) { isSpeedItem = true; } if (tailItemType == ITEM_TYPE.ITEM_MAGNET) { isMagnetItem = true; } if (tailItemType == ITEM_TYPE.ITEM_BONUS) { isBonusItem = true; } } }
public static string Convert(ITEM_TYPE type) { switch (type) { case ITEM_TYPE.MISC: return("Others"); case ITEM_TYPE.COMBO: return("Combo"); case ITEM_TYPE.HOUSEWARE: return("Electric Houseware"); case ITEM_TYPE.LAPTOP: return("Laptop"); case ITEM_TYPE.SMART_PHONE: return("Smart Phone"); case ITEM_TYPE.MONITOR: return("Computer Screen"); case ITEM_TYPE.TV: return("TV"); case ITEM_TYPE.MOUSE_AND_KEYBOARD: return("Mouse and Keyboard"); case ITEM_TYPE.PC: return("Desktop"); case ITEM_TYPE.COMPUTER_COMPONENTS: return("Computer Components"); case ITEM_TYPE.OFFICE_DEVICES: return("Office Equipment"); case ITEM_TYPE.INTERNET_DEVICES: return("Network equipment, wifi"); case ITEM_TYPE.SOUND_DEVICES: return("Audio Devices"); default: return(""); } }
private int m_iWeaponIndex = -1; //캐릭터가 차고 있는 무기의 리스트 인덱스 // Start is called before the first frame update //다시 한 번 봐야하는 부분 private void OnEnable() { //처음 시작할 때 셋팅 m_iWeaponIndex = Util.ConvertToInt(UserInfo.instance.GetCharData(CHAR_DATA.CHAR_WEAPON_INDEX, m_iCharIndex)); //캐릭터의 웨폰 인덱스(리스트 순서) m_eType = (ITEM_TYPE)UserInfo.instance.GetCharData(CHAR_DATA.CHAR_WEAPON_TYPE, m_iCharIndex); //캐릭터 웨폰 타입 int iIndex = Util.ConvertToInt(UserInfo.instance.GetItemForList(m_iWeaponIndex, INVENTORY_TYPE.INVENTORY_WEAPON, ITEM_DATA.ITEM_INDEX)); //웨폰의 실제 인덱스 GameObject Weapon; for (int i = 0; i < m_WeaponPoint.Count; i++) { string strRoute = string.Empty; string WeaponIndex = Util.ConvertToString(iIndex); if (i == 0) { strRoute = "Equipment/" + m_eType.ToString() + "/" + WeaponIndex + "/R"; //0번쨰는 R } else if (i == 1) { strRoute = "Equipment/" + m_eType.ToString() + "/" + WeaponIndex + "/L"; //1번째는 L } Weapon = ResourceLoader.CreatePrefab(strRoute); Weapon.transform.SetParent(m_WeaponPoint[i].transform, false); Weapon.SetActive(true); Weapon.transform.Find("Effect").gameObject.SetActive(false); // } }
private void OnEnable() { m_iCurSelectChar = GameManager.instance.ReturnCurSelectChar(); //바꾸려고 하는 캐릭터 m_eSelectType = GameManager.instance.ReturnSelectType(); //바꾸고자 하는 타입 int iCurItemIndex = 0; //현재 인덱스 if (m_eSelectType == ITEM_TYPE.ITEM_STIGMA_TOP) { iCurItemIndex = Util.ConvertToInt(UserInfo.instance.GetCharData(CHAR_DATA.CHAR_STIGMA_TOP_INDEX, m_iCurSelectChar)); } else if (m_eSelectType == ITEM_TYPE.ITEM_STIGMA_CENTER) { iCurItemIndex = Util.ConvertToInt(UserInfo.instance.GetCharData(CHAR_DATA.CHAR_STIGMA_CENTER_INDEX, m_iCurSelectChar)); } else if (m_eSelectType == ITEM_TYPE.ITEM_STIGMA_BOTTOM) { iCurItemIndex = Util.ConvertToInt(UserInfo.instance.GetCharData(CHAR_DATA.CHAR_STIGMA_BOTTOM_INDEX, m_iCurSelectChar)); } else //무기 타입 등 { iCurItemIndex = Util.ConvertToInt(UserInfo.instance.GetCharData(CHAR_DATA.CHAR_WEAPON_INDEX, m_iCurSelectChar)); } ItemInfo((int)ITEM_INFO_UI.ITEM_INFO_CUR, iCurItemIndex); ItemInfo((int)ITEM_INFO_UI.ITEM_INFO_SELECT, -1); //초기 셋팅 //우선 현재 장착된 장비를 상태로 데이터를 보여준다. }
public void GetItem(ITEM_TYPE Item) { var Player = GameObject.FindGameObjectWithTag("Player"); var pc = Player.GetComponent("PlayerController") as PlayerController; switch (Item) { case ITEM_TYPE.ITEM_PAWERUP: pc.PlayerPawerUp(); break; case ITEM_TYPE.ITEM_COIN: var GameRule = GameObject.Find("GameRule"); var Rule = GameRule.GetComponent("GameRule") as GameRule; SE.SEPlay(SEController.SE_LABEL.SE_COIN); Rule.GetCoin(); break; case ITEM_TYPE.ITEM_STAR: pc.GetStar(); break; default: break; } }
// 生成 public void GenerateItem(ITEM_TYPE Item, Vector3 position) { position.y += 1; var root = GameObject.Find("ItemRoot"); switch (Item) { // アイテムの種類判断 case ITEM_TYPE.ITEM_PAWERUP: SE.SEPlay(SEController.SE_LABEL.SE_PAWERUPITEM_GENERATE); var Player = GameObject.FindGameObjectWithTag("Player"); var pc = Player.GetComponent("PlayerController") as PlayerController; if (pc.State == PlayerController.PLAYER_STATE.PLAYER_NORMAL) { ItemObject = ItemMushroomPrefab; } else { ItemObject = ItemFlowerPrefab; } break; case ITEM_TYPE.ITEM_STAR: ItemObject = ItemStarPrefab; break; case ITEM_TYPE.ITEM_COIN: ItemObject = ItemCoinPrefab; break; } var item = Instantiate(ItemObject, position, ItemObject.transform.rotation) as GameObject; item.transform.parent = root.transform; }
/// <summary> /// Searches for a file or folder and returns its id /// The folder if found will be selected thereby allowing files to be uploaded to it /// </summary> /// <param name="query">search query: partial name for file or folder </param> /// <param name="type">file or folder</param> /// <returns></returns> public string GetItemId(string query, ITEM_TYPE type) { string itemId = string.Empty; Dictionary <string, object> requiredParameters = new Dictionary <string, object>(); requiredParameters.Add("query", query); requiredParameters.Add("showpartial", false); // no, dont show me partial matches, i want exactly what i asked for or nothing. String url = BuildUrl("search", "search", requiredParameters); JObject jsonObj = InvokeShareFileOperation(url); if (!(bool)jsonObj["error"]) { JArray items = (JArray)jsonObj["value"]; foreach (JObject item in items) { if (IsValidType(item, type)) { itemId = GetItemId(item); break; } else { throw new Exception("IsValidType returned false. fix it."); } } } return(itemId); }
/// <summary> /// Prints out a folder list for the specified path or root if none is provided. Currently prints out id, filename, creationdate, type. /// </summary> /// <param name="path">folder to list</param> public Dictionary <string, string> FolderListData(string path, ITEM_TYPE type) { Dictionary <string, string> fileData = new Dictionary <string, string>(); if (string.IsNullOrEmpty(path)) { path = "/"; } Dictionary <string, object> requiredParameters = new Dictionary <string, object>(); requiredParameters.Add("path", path); String url = BuildUrl("folder", "list", requiredParameters); JObject jsonObj = InvokeShareFileOperation(url); if (!(bool)jsonObj["error"]) { JArray items = (JArray)jsonObj["value"]; foreach (JObject item in items) { Console.WriteLine(item["id"] + " " + item["filename"] + " " + item["creationdate"] + " " + item["type"]); if (GetTypeAsString(type) == (string)item["type"]) { fileData.Add((string)item["filename"], (string)item["id"]); } } } else { Console.WriteLine(jsonObj["errorCode"] + " : " + jsonObj["errorMessage"]); } return(fileData); }
public ImageList(string fullPath, ImageSource MyImage, ITEM_TYPE type) { this.MyImage = MyImage; this.fullPath = fullPath; this.MyImageName = fullPath.Split('\\')[fullPath.Split('\\').Length - 1]; this.type = type; }
// does NOT remove the item public Item Find(string strKeyword, ITEM_TYPE itemType = ITEM_TYPE.ANY, int nRequestedOccurrence = 0) { if (Items.Count == 0) { return(null); } if (strKeyword == "") { return(null); } int nOccurrences = -1; for (int i = Items.Count() - 1; i >= 0; i--) { if (Items[i].Type == itemType || itemType == ITEM_TYPE.ANY) { if (Items[i].IsKeyword(strKeyword)) { nOccurrences++; if (nOccurrences == nRequestedOccurrence) { return(Items[i]); } } } } return(null); }
public Item(string name, int facevalue, IDisplay display) { Name = name; Facevalue = facevalue; type = ITEM_TYPE.ITEM; _display = display; }
public virtual void MinusNumberOfresourcesCollected(int value, ITEM_TYPE type) { if (items_collected[type] >= value) { items_collected[type] = Mathf.Clamp(items_collected[type] - value, 0, max_space_for_items[type]); } }
Item InstantiateItem(ITEM_TYPE type) { var color = 0; var piece = Instantiate(Resources.Load(string.Format("{0}/{1}", Configure.ItemsPath, type.ToString().ToLower()))) as GameObject; var tokens = type.ToString().Split(new[] { '_' }, StringSplitOptions.RemoveEmptyEntries); if (tokens.Length > 0 && int.TryParse(tokens[tokens.Length - 1], out color)) { } var beabletodestroy = type == ITEM_TYPE.CHERRY ? 0 : 1; if (piece == null) { return(null); } piece.transform.SetParent(gameObject.transform); piece.name = "Item"; piece.transform.localPosition = board.NodeLocalPosition(i, j); piece.GetComponent <Item>().node = this; piece.GetComponent <Item>().board = board; piece.GetComponent <Item>().type = type; piece.GetComponent <Item>().color = color; piece.GetComponent <Item>().beAbleToDestroy = beabletodestroy; item = piece.GetComponent <Item>(); return(item); }
public string GetItemName(ITEM_TYPE itemType) { switch (itemType) { case ITEM_TYPE.Gold: return("코인"); case ITEM_TYPE.Ruby: return("루비"); case ITEM_TYPE.PieceKnight: return("기사 조각"); case ITEM_TYPE.PiecePirate: return("해적 조각"); case ITEM_TYPE.PieceStar: return("스타 조각"); case ITEM_TYPE.PieceScientist: return("과학자 조각"); case ITEM_TYPE.PieceStudent: return("학생 조각"); case ITEM_TYPE.PieceCowboy: return("카우보이 조각"); case ITEM_TYPE.PieceFisherman: return("낚시꾼 조각"); default: return("모름"); } }
public Item(ITEM_TYPE type) { Random random = new Random(); string m_sModifiateElement; prop_item_type = type; if (prop_item_type.ToString().Contains(ITEM_CLASS.POTION.ToString())) { prop_item_class = ITEM_CLASS.POTION; prop_iItem_value = random.Next(10, 30); m_sModifiateElement = prop_item_type.ToString().Replace(prop_item_class.ToString(), ""); prop_item_message = "Vous avez ajouté " + prop_iItem_value + " a " + m_sModifiateElement; } else if (prop_item_type.ToString().Contains(ITEM_CLASS.DAMAGE.ToString())) { prop_item_class = ITEM_CLASS.DAMAGE; prop_iItem_value = random.Next(2, 10); m_sModifiateElement = prop_item_type.ToString().Replace(prop_item_class.ToString(), ""); prop_item_message = "Vous avez ameliore votre " + m_sModifiateElement + " de " + prop_iItem_value; } else if (prop_item_type.ToString().Contains(ITEM_CLASS.RESTORE.ToString())) { prop_item_class = ITEM_CLASS.RESTORE; prop_iItem_value = random.Next(10, 20); m_sModifiateElement = prop_item_type.ToString().Replace(prop_item_class.ToString(), ""); prop_item_message = "Vous avez restore votre " + m_sModifiateElement + " de " + prop_iItem_value; } else if (prop_item_type.ToString().Contains(ITEM_CLASS.SET.ToString())) { prop_item_class = ITEM_CLASS.SET; prop_iItem_value = random.Next(4, 8); m_sModifiateElement = prop_item_type.ToString().Replace(prop_item_class.ToString(), ""); prop_item_message = "Vous avez ajouté " + prop_iItem_value + " " + m_sModifiateElement + " a votre inventaire "; } }
public List <DigitalGoodModel> GetDigitalGoods(CATEGORY_TYPE catType, ITEM_TYPE itemType) { List <DigitalGoodModel> listResult = new List <DigitalGoodModel>(); foreach (KeyValuePair <int, DigitalGoodModel> model in _listDigitalGood) { if (catType == CATEGORY_TYPE.ALL) { if (itemType == ITEM_TYPE.ALL) { listResult.Add(model.Value); } else { if (model.Value.itemType == itemType) { listResult.Add(model.Value); } } } else if (model.Value.category == catType) { if (itemType == ITEM_TYPE.ALL) { listResult.Add(model.Value); } else if (model.Value.itemType == itemType) { listResult.Add(model.Value); } } } return(listResult); }
private void OnEnable() { m_CurItemName.text = ""; m_CurItemLevel.text = "Lv."; m_iCurSelectChar = GameManager.instance.ReturnCurSelectChar(); //바꾸려고 하는 캐릭터 m_eSelectType = GameManager.instance.ReturnSelectType(); //바꾸고자 하는 것 m_ChangeItem.text = Util.ConvertToString(m_eSelectType); //현재 바꾸려는 것 INVENTORY_TYPE eInven = GameManager.instance.ReturnInvenType(); List <ItemData> Data = UserInfo.instance.GetInventoryList(eInven); for (int i = 0; i < Data.Count; i++) { ITEM_TYPE eType = (ITEM_TYPE)Data[i].GetItemData(ITEM_DATA.ITEM_TYPE); if (eType == m_eSelectType) { //장비 장착은 현재 아이템 인벤토리에 획득 순서를 기반으로 한다. //스프라이트의 선택은 레이캐스트와 콜백을 사용한다 //콜백으로 현재 선택한 아이템의 리스트 인덱스를 저장한 뒤 선택 버튼을 누르면 갱신된다. GameObject Item = ResourceLoader.CreatePrefab("Prefabs/ItemSprite"); Item.transform.SetParent(m_GridChar.transform, false); int iIndex = Util.ConvertToInt(UserInfo.instance.GetItemForList(i, eInven, ITEM_DATA.ITEM_INDEX)); Item.GetComponent <ItemSprite>().Setting(iIndex, i, (ITEM_TYPE)Data[i].GetItemData(ITEM_DATA.ITEM_TYPE), eInven); Item.GetComponent <ItemSprite>().SetCallBack(ItemSelect); } } m_GridChar.GetComponent <UIGrid>().Reposition(); //리 포지셔닝으로 그리드 재정렬 m_ItemView.GetComponent <UIScrollView>().ResetPosition(); m_ItemView.GetComponent <UIPanel>().Refresh(); }
public void Initialize(ITEM_TYPE type, Vector2 startPos, int count) { Vector2 endPos = Vector2.zero; for (int i = 0; i < count; i++) { if (queue.Count > 0) { var image = queue.Dequeue(); switch (type) { case ITEM_TYPE.NONE: break; case ITEM_TYPE.GOLD: image.sprite = FileHelper.GetIcon("icon_gold"); image.SetNativeSize(); endPos = rts_Gold.position; StartCoroutine(EndMove(ITEM_TYPE.GOLD)); break; case ITEM_TYPE.DIAMOND: image.sprite = FileHelper.GetIcon("icon_dia"); image.SetNativeSize(); endPos = rts_Diamond.position; StartCoroutine(EndMove(ITEM_TYPE.DIAMOND)); break; case ITEM_TYPE.TROPHY: image.sprite = sprite_Trophy; image.SetNativeSize(); break; case ITEM_TYPE.KEY: image.sprite = FileHelper.GetIcon("icon_key"); image.SetNativeSize(); endPos = rts_Key.position; StartCoroutine(EndMove(ITEM_TYPE.KEY)); break; case ITEM_TYPE.PASS: break; case ITEM_TYPE.BOX: break; case ITEM_TYPE.DICE: break; case ITEM_TYPE.GUADIAN: break; } Move(image, startPos, endPos, i * 0.02f); } } UI_Main.Get().RefreshUserInfoUI(); }
public void _Check_Treatment(ITEM_TYPE item_used) { if (item_used == required_steps[current_step]) { //if is not the last step; //Next Step if (current_step < required_steps.Count - 1) { current_step++; Update_Icon_Panel(required_steps[current_step]); Update_Timer(); //print("Next Step"); } // Last step else if (current_step == required_steps.Count - 1) { Patient_Lived(); } } else if (item_used != ITEM_TYPE.EMPTY) { Patient_Died(); } }
public PropertyObject(String name, String val, ITEM_TYPE type) { m_Text = val; m_Name = name; m_eType = type; m_list = null; m_sDefaultText = val; }
public ItemInfoData(ITEM_TYPE eType, int iIndex) { ItemType = eType; ItemIndex = iIndex; ItemEquipChar = -1; ItemLevel = 1; ItemCurEXP = 0; }
public override void MinusNumberOfresourcesCollected(int value, ITEM_TYPE type) { //items_collected[type] = Mathf.Clamp(items_collected[type] - value, 0, max_space_for_items[type]); base.MinusNumberOfresourcesCollected(value, type); if (item_holder != null) { item_holder.UseItem(type, value); } }
public async Task <ActionResult> DeleteConfirmed(int id) { ITEM_TYPE iTEM_TYPE = await db.ITEM_TYPE.FindAsync(id); db.ITEM_TYPE.Remove(iTEM_TYPE); await db.SaveChangesAsync(); return(RedirectToAction("Index")); }
public void Set_New_Icon(ITEM_TYPE new_icon) { icon_id = new_icon; if (icon_id != ITEM_TYPE.EMPTY) { sprite_comp.sprite = icon_item[(int)icon_id]; } }
//public String m_DisplayText; public GridViewItem() { m_iX = 0; m_iY = 0; m_eType = ITEM_TYPE.Label; m_iPadding = 5; m_bVisibleOnClick = true; m_Data = null; }
//아이템을 사용 public void UseItem(ITEM_TYPE type) { Slot slot = GetItem(type); if (slot != null) { slot.UseItem(); } }
public static ItemToken NewInstance(ITEM_TYPE type) { if (type == ITEM_TYPE.COPPER) return newCopper(); if (type == ITEM_TYPE.COTTON) return newCotton(); if (type == ITEM_TYPE.HEMP) return newHemp(); if (type == ITEM_TYPE.PEPPER) return newPepper(); if (type == ITEM_TYPE.INDIGO) return newIndigo(); if (type == ITEM_TYPE.SALT) return newSalt(); Debug.Assert(false, "ここにはこないはず"); return null; }
/// <summary> /// 获取装置的菜单 /// </summary> /// <param name="path">菜单绝对路径为path/config/sta_name/equ_name/menucfg.cfg</param> /// <param name="sta_name">站名称</param> /// <param name="equ_name">装置名称</param> /// <returns>返回一个装置菜单</returns> public static ITEM_TYPE_C GetMenu(string path, string sta_name, string equ_name) { int iGet = 0; ITEM_TYPE root = new ITEM_TYPE(); ITEM_TYPE_C menu_C = new ITEM_TYPE_C(); int size = Marshal.SizeOf(typeof(ITEM_TYPE)); try { StringBuilder sbErr = new StringBuilder(); iGet = dse_get_ied_menu(path, sta_name, equ_name, ref root, sbErr); if (sbErr.ToString() != "") { // MessageBox.Show("打开文件失败!"); return null; } menu_C = new ITEM_TYPE_C(root); } finally { } return menu_C; }
public static extern int dse_get_ied_menu(string path, string sta_name, string equ_name, ref ITEM_TYPE pItem, StringBuilder test);
public void SetSortType(ITEM_TYPE type) { this.PutByte((byte)type, 4); }
// Use this for initialization void Start() { m_ItemName = InitItemName; m_ItemType = InitItemType; m_TextMesh = InitTextMesh; m_TextMesh.text = m_ItemName; m_InputProvider = InitInputProvider; }
// 탭 스프라이트 변경 void ChangeSprite(ITEM_TYPE _TYPE) { for( int i = 0; i < transform.childCount; i++) { if( i == (int)_TYPE) { transform.GetChild(i).GetComponent<UIButton>().normalSprite = "TabBG_select"; } else { transform.GetChild(i).GetComponent<UIButton>().normalSprite = "TabBG"; } } }
// enum 값에 따라 정렬 실행 bool CheckandExecute(ITEM_TYPE _TYPE) { if( sorted == (int)_TYPE) { return false; } ListSort((byte)_TYPE); sorted = (int)_TYPE; ChangeSprite(_TYPE); return true; }
public Image ThumbNail; //Image #endregion Fields #region Constructors /// <summary> /// Initializes a new instance of the <see cref="Product.ItemData"/> class. /// </summary> /// <param name="pGameObject">P game object.</param> /// <param name="pPos">P position.</param> /// <param name="pImage">P image.</param> /// <param name="pName">P name.</param> /// <param name="pDesc">P desc.</param> /// <param name="pPath">P path.</param> /// <param name="pId">P identifier.</param> public ItemData( GameObject pGameObject, Vector3 pPos, Image pImage, string pName, string pDesc, string pPath, int pId, float pIncidence, ITEM_TYPE pItemType) { Prefab = pGameObject; Position = pPos; ThumbNail = pImage; Name = pName; Description = pDesc; ResourcePath = pPath; ID = pId; Incidence = pIncidence; ItemType = pItemType; }
private ItemToken(ITEM_TYPE type) { this._type = type; }
private ItemCard(ITEM_TYPE type) { this._type = type; }
public List<Item> GetInventoryList(ITEM_TYPE listType) { List<Item> ret = new List<Item>(); foreach (Item item in this.inv.Values) if (item.type == listType) ret.Add(item); return ret; }