private void RefreshSlotType() { this._slotType = (ClothingItem.SlotTypes)0; ClothingItem.DisplayTypes displayType = this._displayType; switch (displayType) { case ClothingItem.DisplayTypes.TopPartial_Hands: case ClothingItem.DisplayTypes.TopPartial_Arms: case ClothingItem.DisplayTypes.TopFull_Hands: case ClothingItem.DisplayTypes.TopFull_Arms: break; default: if (displayType != ClothingItem.DisplayTypes.TShirt) { if (displayType == ClothingItem.DisplayTypes.Pants) { this._slotType = ClothingItem.SlotTypes.Bottom; return; } if (displayType == ClothingItem.DisplayTypes.Hat) { this._slotType = ClothingItem.SlotTypes.Hat; return; } if (displayType != ClothingItem.DisplayTypes.FullBody) { return; } this._slotType = ClothingItem.SlotTypes.Exclusive; return; } break; } this._slotType = ClothingItem.SlotTypes.Top; }
public static IEnumerable <ClothingItem> ItemsByType(ClothingItem.DisplayTypes typeMask) { if (ClothingItemDatabase._instance._itemCollection != null) { return(from i in ClothingItemDatabase._instance._itemCollection where (i._displayType & typeMask) != (ClothingItem.DisplayTypes) 0 select i); } return(from i in ClothingItemDatabase._instance._items where (i._displayType & typeMask) != (ClothingItem.DisplayTypes) 0 select i); }
private static Dictionary <ClothingItem, int> GetPonderatedClothingByTypeChance(ClothingItem.DisplayTypes typeMask, ClothingItem.DisplayTypes ignoreMask = (ClothingItem.DisplayTypes) 0) { return((from ci in ClothingItemDatabase.ItemsByType(typeMask) where ci._displayType != ignoreMask select ci).ToDictionary((ClothingItem c) => c, (ClothingItem c) => Mathf.Max(c._baseRollChance - LocalPlayer.Clothing.AmountOf(c._id) * c._ownedRollChanceReduction, 0))); }
public ClothingItemIdPicker(ClothingItem.DisplayTypes restrictedToType) { this.Type = restrictedToType; this.Restricted = true; }