public void SetList()
    {
        if (firstSetList)
        {
            firstSetList = false;
            OnceInventoryModel.Param inventory = MonoBehaviourSingleton <OnceManager> .I.result.inventory;
            equipItemInventory = EquipItemInfo.CreateList(inventory.equipItem);
            MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_EQUIP_INVENTORY);

            skillItemInventory = SkillItemInfo.CreateList(inventory.skillItem);
            MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_SKILL_INVENTORY);

            skillMaterialInventory = SkillItemInfo.CreateListFromItem(inventory.item);
            abilityItemInventory   = AbilityItemInfo.CreateList(inventory.abilityItem);
            inGameTempItemInventory.Clear();
            equipItemFilterList.Clear();
            itemInventory        = ItemInfo.CreateList(inventory.item);
            abilityItemInventory = InventoryList <AbilityItemInfo, AbilityItem> .CreateList(inventory.abilityItem);

            SetExpiredAtList(inventory.expiredItem);
            MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_ITEM_INVENTORY);

            questItemInventory = QuestItemInfo.CreateList(inventory.questItem);
            MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_QUEST_ITEM_INVENTORY);

            MonoBehaviourSingleton <QuestManager> .I.needRequestOrderQuestList = true;
        }
    }
    public override void Initialize()
    {
        //IL_00b0: Unknown result type (might be due to invalid IL or missing references)
        object[] array = GameSection.GetEventData() as object[];
        materialData = (array[0] as ProductData);
        priceStr     = (array[1] as string);
        index        = (int)array[2];
        InventoryList <ItemInfo, Item> inventoryList = ItemInfo.CreateList(materialData.items);

        datas = new List <ItemSortData>();
        for (LinkedListNode <ItemInfo> linkedListNode = inventoryList.GetFirstNode(); linkedListNode != null; linkedListNode = linkedListNode.Next)
        {
            if (linkedListNode != null && linkedListNode.Value != null && linkedListNode.Value.tableData != null)
            {
                ItemSortData itemSortData = new ItemSortData();
                itemSortData.SetItem(linkedListNode.Value);
                datas.Add(itemSortData);
            }
        }
        this.StartCoroutine(DoInitialize());
    }