protected void InitInteractionData() { if (null == interaction_data) { interaction_data = this.gameObject.GetComponent <InteractionDescription>(); } }
public void UpdateInteractions() { sorted.Clear(); foreach (InteractionType type in Enum.GetValues(typeof(InteractionType))) { sorted.Add(type, new List <Interactable>()); } foreach (Interactable item in interactions) { InteractionDescription data = item.GetInteractionData(); if (data != null) { // TODO: This is risky, because it can add data to an unused empty list GetInteractions(data.GetInteractionType()).Add(item); item.UpdateTextPosition(); } } }
public bool Equals(DestinyNodeStepDefinition input) { if (input == null) { return(false); } return (( DisplayProperties == input.DisplayProperties || (DisplayProperties != null && DisplayProperties.Equals(input.DisplayProperties)) ) && ( StepIndex == input.StepIndex || (StepIndex.Equals(input.StepIndex)) ) && ( NodeStepHash == input.NodeStepHash || (NodeStepHash.Equals(input.NodeStepHash)) ) && ( InteractionDescription == input.InteractionDescription || (InteractionDescription != null && InteractionDescription.Equals(input.InteractionDescription)) ) && ( DamageType == input.DamageType || (DamageType != null && DamageType.Equals(input.DamageType)) ) && ( DamageTypeHash == input.DamageTypeHash || (DamageTypeHash.Equals(input.DamageTypeHash)) ) && ( ActivationRequirement == input.ActivationRequirement || (ActivationRequirement != null && ActivationRequirement.Equals(input.ActivationRequirement)) ) && ( CanActivateNextStep == input.CanActivateNextStep || (CanActivateNextStep != null && CanActivateNextStep.Equals(input.CanActivateNextStep)) ) && ( NextStepIndex == input.NextStepIndex || (NextStepIndex.Equals(input.NextStepIndex)) ) && ( IsNextStepRandom == input.IsNextStepRandom || (IsNextStepRandom != null && IsNextStepRandom.Equals(input.IsNextStepRandom)) ) && ( PerkHashes == input.PerkHashes || (PerkHashes != null && PerkHashes.SequenceEqual(input.PerkHashes)) ) && ( StartProgressionBarAtProgress == input.StartProgressionBarAtProgress || (StartProgressionBarAtProgress.Equals(input.StartProgressionBarAtProgress)) ) && ( StatHashes == input.StatHashes || (StatHashes != null && StatHashes.SequenceEqual(input.StatHashes)) ) && ( AffectsQuality == input.AffectsQuality || (AffectsQuality != null && AffectsQuality.Equals(input.AffectsQuality)) ) && ( StepGroups == input.StepGroups || (StepGroups != null && StepGroups.Equals(input.StepGroups)) ) && ( AffectsLevel == input.AffectsLevel || (AffectsLevel != null && AffectsLevel.Equals(input.AffectsLevel)) ) && ( SocketReplacements == input.SocketReplacements || (SocketReplacements != null && SocketReplacements.SequenceEqual(input.SocketReplacements)) )); }