private void AddInventoryWithProbability(int row, int col, GameObject[,] boardTable) { if (random.NextDouble() < InventoryProbability) { boardTable[row, col] = InventoryFactory.Create(GetInventoryMobType(), new Position(row, col)); } }
public void Setup() { Resource = An.Item; var inventory = An.Inventory; var inventoryFactory = new InventoryFactory(inventory, startInactive: true); InventoryComponent = inventoryFactory.Create(); InventoryComponent.Initialized += OnInitialized; InventoryComponent.Registered += OnRegistered; InventoryComponent.Unregistered += OnUnregistered; InventoryComponent.Added += OnAdded; InventoryComponent.Removed += OnRemoved; InventoryComponent.gameObject.SetActive(true); }
public static InventoryCountViewModel ConvertToInventoryViewModel(this InventoryCount model) => InventoryFactory.Create(model);
public static IEnumerable <ItemEntity> ConvertToEntity(this IEnumerable <IItem> items) => InventoryFactory.Create(items);
public static InventoryViewModel ConvertToItemViewModels(this IEnumerable <IItem> items) => InventoryFactory.Create(items);