public void Initialize(ref AbstractArmor armor, AbstractArmor.ArmorType type) { SelectedArmor = armor; ArmorType = type; filter = true; base.Init(); }
private void AddArmor(string name, ref AbstractArmor current, AbstractArmor.ArmorType armortype) { GUILayout.Label(name, EditorStyles.boldLabel); GUILayout.BeginHorizontal(); GUILayout.TextField(current.ItemName); if (GUILayout.Button("Select Armor")) { var window = EditorWindow.GetWindow <ArmorUI>(); window.Selected = true; window.Initialize(ref current, armortype); window.Show(); } GUILayout.EndHorizontal(); }
/// <summary> /// Retorna una lista de armor dado un tipo /// </summary> /// <param name="type"> Tipo de armor</param> /// <returns>lista de armors</returns> public List <Tuple <AbstractArmor, int> > TypeArmor(AbstractArmor.ArmorType type) { List <Tuple <AbstractArmor, int> > returnList = new List <Tuple <AbstractArmor, int> >(); foreach (string key in Armors.Keys) { AbstractArmor i = Armors[key].First; int cant = Armors[key].Second; if (i.Type == type) { returnList.Add(new Tuple <AbstractArmor, int>(i, cant)); } } return(returnList); }
private void fillArmor(AbstractArmor.ArmorType type) { List <Tuple <AbstractArmor, int> > list = new List <Tuple <AbstractArmor, int> >(); switch (type) { case AbstractArmor.ArmorType.Body: list = ListBody; break; case AbstractArmor.ArmorType.Feet: list = ListFeet; break; case AbstractArmor.ArmorType.Necklace: list = ListNecklace; break; case AbstractArmor.ArmorType.Ring: list = ListRing; break; case AbstractArmor.ArmorType.Helmet: list = ListHelmet; break; default: break; } foreach (Tuple <AbstractArmor, int> i in list) { Tuple <Item, int> ins = new Tuple <Item, int>(i.First as Item, i.Second); ActiveItems.Add(ins); } MenuScroll.setList(ActiveItems); MenuScroll.DisplayList(); }