/// <summary>
    /// Saves the battle loot to inventory. They are in battle inventory during battle.
    /// </summary>
    private void SaveBattleLootToInventory()
    {
        List <ItemInventory> battleItemsList = PlayerInfo.Instance.CombatInventory.itemList;

        PlayerInventory playerInventory = PlayerInfo.Instance.PlayerInventory;

        foreach (ItemInventory item in battleItemsList)
        {
            playerInventory.AddItemInventory(item.ItemData, item.Count);
        }
    }
 void OnNewItemsAdded(ItemInventory[] items)
 {
     foreach (ItemInventory item in items)
     {
         PlayerInventory.AddItemInventory(item);
         if (EnumGameState.InTown == GameManager.Instance.GameState)
         {
             UIRewardHint.Instance.EnqueueDisplayItem(item.ItemID, item.Count);
         }
         Debug.Log(string.Format("Parser New item GUID = {0}", item.Item_GUID));
     }
 }
 void OnEquipMoveHandler(ItemMoveVo[] itemMoveOps)
 {
     foreach (ItemMoveVo moveVo in itemMoveOps)
     {
         ItemInventory item = null;
         if (moveVo.MoveType == ItemMoveType.EquipOn)
         {
             item = PlayerInventory.GetItem(moveVo.ItemGUID);
             PlayerInventory.RemoveItem(moveVo.ItemGUID, 1);
             EquippedInventory.AddItemInventory(item);
         }
         else if (moveVo.MoveType == ItemMoveType.EquipOff)
         {
             item = EquippedInventory.GetItem(moveVo.ItemGUID);
             EquippedInventory.RemoveItem(item.Item_GUID, 1);
             PlayerInventory.AddItemInventory(item);
         }
     }
 }
 public void AddItemToInvenory(ItemData itemData, int count)
 {
     PlayerInventory.AddItemInventory(itemData, count);
 }