internal static void Postfix(uGUI_InventoryTab __instance) { // This event happens whenever the player opens their PDA. // We will make a series of checks to see if what they have opened is the Cyclops Bioreactor item container. if (__instance == null || !CyBioReactorMono.PdaIsOpen) { return; } ItemsContainer containerObj = __instance.storage.container; CyBioReactorMono reactor = CyBioReactorMono.OpenInPda; reactor.ConnectToInventory(__instance.storage.items); }
internal static void Postfix(uGUI_InventoryTab __instance) { // This event happens whenever the player opens their PDA. // We will make a series of checks to see if what they have opened is the Cyclops Bioreactor item container. if (__instance is null) { return; // Safety check } if (!Player.main.IsInSub() || !Player.main.currentSub.isCyclops) { return; // If not in Cyclops then all is irrelevant } if (__instance.storage is null) { return; // Safety check } ItemsContainer containerObj = __instance.storage.container; if (containerObj is null) { return; // If this isn't a non-null ItemsContainer, then it's not what we want. } string label = containerObj._label; if (label != CyBioReactor.StorageLabel) { return; // Not a Cyclops Bioreactor storage } List <CyBioReactorMono> reactors = CyclopsManager.GetBioReactors(Player.main.currentSub); if (reactors is null || reactors.Count == 0) { return; // Cyclops has no bioreactors } // Look for the reactor that matches the container we just opened. CyBioReactorMono reactor = reactors.Find(r => r.Container == containerObj); if (reactor is null) { return; // Didn't find the reactor we were looking for. Could it be on another cyclops? } Dictionary <InventoryItem, uGUI_ItemIcon> lookup = __instance.storage.items; reactor.ConnectToInventory(lookup); // Found! }