public static void RequestInventoryPrompt(Action <string> callback = null, InventoryFilters filter = InventoryFilters.AllItems) { if (RaiseInventoryPromptRequest != null) { RaiseInventoryPromptRequest(callback, filter); } }
public static void RequestInventoryPrompt(Action <string> callback = null, InventoryFilters filter = InventoryFilters.AllItems, bool enableTransUi = true, FloatingInventoryController.InventoryMode displayMode = FloatingInventoryController.InventoryMode.Character) { if (RaiseInventoryPromptRequest != null) { RaiseInventoryPromptRequest(callback, filter, enableTransUi, displayMode); } }
void HandleInventoryRequest(Action <string> callback = null, InventoryFilters filter = InventoryFilters.AllItems) { Action afterGetInventory = () => { // ENABLE THIS AFTER WE HAVE A CONSISTENT WAY TO HIDE TINTS //ShowTint(); floatingInvPrompt.Init(callback, filter); }; PF_PlayerData.GetUserInventory(afterGetInventory); }
void OnClickTabButton(GameObject button) { InventoryFilters filter = _tabMapping[button]; if (_selectedTab != filter) { StopCoroutine("StepToUnderSelection"); StartCoroutine("StepToUnderSelection", button.transform.parent.transform.localPosition); List <ItemType> list = new List <ItemType>(); switch (filter) { case InventoryFilters.weapon: list.Add(ItemType.weapon); break; case InventoryFilters.armor: list.Add(ItemType.armor); break; case InventoryFilters.ornament: list.Add(ItemType.ornament); break; case InventoryFilters.vanity: list.Add(ItemType.vanity); break; case InventoryFilters.material: list.Add(ItemType.material); break; case InventoryFilters.tribute: list.Add(ItemType.tribute); break; case InventoryFilters.tattoo: list.Add(ItemType.tattoo); break; case InventoryFilters.other: list.Add(ItemType.potion); list.Add(ItemType.gem); list.Add(ItemType.recipe); break; } SelectHandler(list); _selectedTab = filter; } }
void HandleInventoryRequest(Action <string> callback = null, InventoryFilters filter = InventoryFilters.AllItems, bool enableTransUi = true, FloatingInventoryController.InventoryMode displayMode = FloatingInventoryController.InventoryMode.Character) { Action afterGetInventory = () => { // ENABLE THIS AFTER WE HAVE A CONSISTENT WAY TO HIDE TINTS //ShowTint(); this.floatingInvPrompt.Init(callback, filter, enableTransUi, displayMode); }; if (displayMode == FloatingInventoryController.InventoryMode.Character) { PF_PlayerData.GetCharacterInventory(PF_PlayerData.activeCharacter.characterDetails.CharacterId, afterGetInventory); } else { PF_PlayerData.GetUserInventory(afterGetInventory); } }