void OnInventoryChange(object source, InventoryChangeEventArgs e) { int change = e.Change; Console.WriteLine("Part '{0}' was {1} by {2} units", e.Sku, change > 0 ? "increased" : "decreased", Math.Abs(e.Change)); }
public void UpdateInventory(string sku, int change) { if (0 == change) { return; // no update on null change } // code to update database would go here InventoryChangeEventArgs e = new InventoryChangeEventArgs(sku, change); if (OnInventoryChangeHandler != null) { OnInventoryChangeHandler(this, e); } }
private void _player_InventoryChanged(object sender, InventoryChangeEventArgs e) { if (e.Element.Hidden) { return; } while (transform.childCount > 0) { var child = transform.GetChild(0); child.SetParent(null); Destroy(child.gameObject); } foreach (var item in _player.Inventory) { if (!item.Hidden) { var child = Instantiate(_inventoryItemPrefab); child.sprite = item.Icon; child.transform.SetParent(transform, false); } } }