/// <summary> /// <para>Triggers the indicated generator to drop and item if available.</para> /// <para>NOTE: This will trigger an Items Droped event and optionally a Refresh of the player's inventory</para> /// </summary> /// <param name="generator"></param> /// <param name="postDropRefresh"></param> public void TriggerItemDrop(ItemGeneratorDefinition generator, bool postDropRefresh) { generator.TriggerDrop((status, results) => { if (status) { if (LogDebugMessages) { Debug.Log("Item Drop for [" + generator.name + "] completed with status " + status + " and " + results.Count() + " instances effected."); } if (postDropRefresh) { RefreshInventory(); } } ItemsDroped.Invoke(status, results); }); }
public void TriggerItemDropAndRefresh(ItemGeneratorDefinition generator) { TriggerItemDrop(generator, true); }
public void TriggerItemDrop(ItemGeneratorDefinition generator) { TriggerItemDrop(generator, false); }
/// <summary> /// <para>Triggers the indicated generator to drop and item if available.</para> /// <para>NOTE: This will trigger an Items Droped event and optionally a Refresh of the player's inventory</para> /// </summary> /// <param name="generator"></param> /// <param name="postDropRefresh"></param> public void TriggerItemDrop(ItemGeneratorDefinition generator, bool postDropRefresh = false) { Settings.TriggerItemDrop(generator, postDropRefresh); }