PlayerInventory GetCurrentlyFocusedInventory(SlotGroupType slotGroupType) { for (int i = 0; i < m_slotGroups.Count; i++) { switch (slotGroupType) { case SlotGroupType.Bow: if (m_slotGroups[i].m_slotGroupType == SlotGroupType.Bow) { return(m_slotGroups[i].inventory); } break; case SlotGroupType.Wear: if (m_slotGroups[i].m_slotGroupType == SlotGroupType.Wear) { return(m_slotGroups[i].inventory); } break; case SlotGroupType.Pool: if (m_slotGroups[i].m_slotGroupType == SlotGroupType.Pool) { return(m_slotGroups[i].inventory); } break; } } return(null); }
void ActivateSlotGroup(SlotGroupType slotGroupType) { for (int i = 0; i < m_slotGroups.Count; i++) { switch (slotGroupType) { case SlotGroupType.Bow: if (m_slotGroups[i].m_slotGroupType == SlotGroupType.Bow) { m_slotGroups[i].SetActiveForSelectionState(true); } break; case SlotGroupType.Wear: if (m_slotGroups[i].m_slotGroupType == SlotGroupType.Wear) { m_slotGroups[i].SetActiveForSelectionState(true); } break; case SlotGroupType.CarriedGear: if (m_slotGroups[i].m_slotGroupType == SlotGroupType.CarriedGear) { m_slotGroups[i].SetActiveForSelectionState(true); } break; case SlotGroupType.CraftItems: break; case SlotGroupType.Pool: if (m_slotGroups[i].m_slotGroupType == SlotGroupType.Pool) { m_slotGroups[i].SetActiveForSelectionState(true); } break; default: break; } } }
public SlotGroup(RenderedSlot[] slots, SlotGroupType type, IWindow window) { this.window = window; this.slots = slots; this.type = type; }