public void AddCommand(int index, ObjectInventoryManager obj, INPCCommand command) { model.commands.Add(new NPCCommandModel() { index = index, gameObject = obj, destinationCommand = command }); }
public void ConstructViewModel() { //TODO: This needs to be made more robust. It now sometimes comes back with a wrong object //object view was opened from currentObject = playerManager.WorldObjectLookingAt(); var model = new ScreenInventoryTransferModel(currentObject, playerInventory.model.itemCollection, currentObject.inventory.itemCollection); view.ApplyModel(model); }
public ScreenInventoryTransferModel(ObjectInventoryManager worldObject, List <Item> local, List <Item> remote) { remoteInventoryType = worldObject.inventory.inventoryType; localInventoryScroll = new ScrollListModel(worldObject.containLimit); if (remoteInventoryType == ObjectInventoryTypes.Type.Scroll) { remoteInventory = new ScrollListModel(worldObject.containLimit); } else { remoteInventory = new ScreenMachineProcessorModel(worldObject); } localInventoryScroll.AddContainers(local); remoteInventory.AddContainers(remote); }
public void SelectedRouteObject(ObjectInventoryManager obj, int index, INPCCommand command) { stateManager.CameraShow(); screenManager.Show(); screenManager.AddRoute(index, obj, command); }
public ScreenMachineProcessorModel(ObjectInventoryManager worldObject) { selectedWorldObject = worldObject; }
public void AddRoute(int index, ObjectInventoryManager obj, INPCCommand command) { npc.AddCommand(index, obj, command); }