// Use this for initialization void Start() { var item_list = engine.GetItemsList(); for (int i = 0; i < item_list.Count; i++) { Inventory.Add(item_list[i], 0); } }
public bool AddItem(Item item) { if (_inventoryData.Count() >= INVENTORY_MAX_ITEMS) { Debug.Log("Inventory Full"); return(false); } if (null != _inventoryData.Contains(item.UniqeId)) { Debug.Log("Inventory already contains " + item.UniqeId); return(false); } _inventoryData.Add(item); Notify(); return(true); }
public void UpdateProgress(float dt) { finish_list.Clear(); for (int i = 0; i < Slots && i < pipeline.Count; i++) { if (pipeline[i].UpdateProgress(dt * ProgressSpeed, ProgressSpeed) >= 1f) { finish_list.Add(pipeline[i]); } } while (finish_list.Count > 0) { BuildPipelineCell finished_cell = finish_list[0]; welcome.AddBuild(finished_cell.ID, 1); Inventory.Add(finished_cell.ID, 1); pipeline.Remove(finished_cell); finish_list.RemoveAt(0); Destroy(finished_cell.gameObject); UpdateStates(); InvView.UpdateView(); BuildArea.UpdateView(); } }