public void setInventory(EffectType type, bool set) { SpecialSkillSaver saver = new SpecialSkillSaver(); saver.type = type; saver.remaining_time = 0f; setInventory(saver, set); }
public void DisableSkill(EffectType type) { SpecialSkill skill = _getSkill(type); if (skill == null) { return; } my_panel.UpdatePanel(); SpecialSkillSaver saver = new SpecialSkillSaver(); saver.type = type; setInventory(saver, false); Noisemaker.Instance.Click(ClickType.Cancel); }
public void setInventory(SpecialSkillSaver skillsaver, bool set) { // Debug.Log("Setting inventory " + skillsaver.type + " to " + set + "\n"); bool already_added = CheckSkill(skillsaver.type); SpecialSkill sk = _getSkill(skillsaver.type); if (sk == null) { return; } if (set) { sk.SetRemainingTime(skillsaver.remaining_time); } // else sk.SetRemainingTime(0f); if ((already_added && set) || (!already_added && !set)) { return; } if (already_added && !set) { // Debug.Log("Removing skill " + sk.type + "\n"); removeFromIntentory(skillsaver.type); sk.In_inventory = set; return; } if (!already_added && set && !inventoryFull()) { // Debug.Log("Adding skill " + sk.type + "\n"); in_inventory.Add(skillsaver); sk.In_inventory = set; return; } }