void Start() { itemImage = transform.GetChild(0).GetComponent<Image>(); inventory = GetComponentInParent<ShopInventory>(); itemAmount = transform.GetChild(1).GetComponent<Text>(); gameManager = GameObject.Find("GameOverlay").GetComponent<GameManager>(); }
static void Main(string[] args) { CountryVatTax[] countries = new CountryVatTax[] { new CountryVatTax(1, 0.31, true), new CountryVatTax(2, 0.21, false), new CountryVatTax(3, 0.15, false), new CountryVatTax(4, 0.19, false), new CountryVatTax(5, 0.32, false), new CountryVatTax(6, 0.43, false) }; TaxCalculator calc = new TaxCalculator(countries.ToList()); Product[] products = new Product[] { new Product("Juice" , 1, 1, 2, 0.7, calc), new Product("Cola" , 2, 1, 3, 2.5, calc), new Product("Vodka" , 3, 1, 6, 3.4, calc), new Product("Water" , 4, 1, 2, 0.5, calc), new Product("Wiskey" , 5, 1, 4, 4.3, calc), new Product("Wine" , 6, 1, 3, 3.2, calc) }; ShopInventory shop = new ShopInventory(products.ToList()); Dictionary<int, int> items1 = new Dictionary<int, int>(); items1.Add(2, 2); items1.Add(3, 3); items1.Add(5, 1); Order order1 = new Order(items1); Dictionary<int, int> items2 = new Dictionary<int, int>(); items2.Add(1, 1); items2.Add(4, 1); items2.Add(2, 1); Order order2 = new Order(items2); Dictionary<int, int> items3 = new Dictionary<int, int>(); items3.Add(6, 4); items3.Add(5, 1); items3.Add(3, 2); Order order3 = new Order(items3); try { Console.WriteLine("Audit: {0}", shop.Audit()); Console.WriteLine("Order 1 value: {0}", shop.RequestOrder(order1)); Console.WriteLine("Audit: {0}", shop.Audit()); Console.WriteLine("Order 2 value: {0}", shop.RequestOrder(order2)); Console.WriteLine("Audit: {0}", shop.Audit()); Console.WriteLine("Order 3 value: {0}", shop.RequestOrder(order3)); } catch (Exception ex) { Console.WriteLine("Error: {0}", ex.Message); } Console.WriteLine("Audit: {0}", shop.Audit()); }
public Shop(int[] infiniteStocks) { this.Inventory = new ShopInventory(this); foreach (int stock in infiniteStocks) { if (Item.ItemIdExist(stock)) { this.Inventory.AddInfinity(Item.GetItemById(stock)); } else { Logger.WarnPrint("Item ID: " + stock + " Does not exist."); } } Shop.ShopList.Add(this); }
private Shop getShopSmart(int shopId) { ShopInventory previousInventoryState = syncDatabase.ReadShopInventory(shopId); if (previousInventoryState != null) { return(previousInventoryState.Shop); } EtsyDataContainer <Shop> testShop = estyAPI.GetShop(shopId); if (testShop != null && testShop.Count == 1) { return(testShop.Results[0]); } else { return(null); } }
public ShopInventory ReadShopInventory(int shopId) { string fileName = $"{shopId}.txt"; string shopFile = Path.Combine(this.rootPath, fileName); if (File.Exists(shopFile)) { string[] persistedShopData = File.ReadAllLines(shopFile); ShopInventory si = new ShopInventory() { Shop = readShopInfo(persistedShopData), Listings = readListings(persistedShopData) }; return(si); } return(null); }
/// <summary> /// InitializeStore: /// /// Sets all bindable properties for the ShopView. /// Also calls the API to fetch the store/product data. /// </summary> private async Task InitializeStore() { ApiHelper api = new ApiHelper(); var productsList = await api.GetAsync <List <Product> >("Store/GetAllProducts"); //FIXME: correct endpoint if (UserContainer.CurrentUser.StoreName == "") //Check if the User has a default Store { Debug.WriteLine("Error: could not find default store"); App.SetNewPage <ChooseStoreView>(); } SelectedStoreName = UserContainer.CurrentUser.StoreName; //Set the Header "Store Name" label foreach (Product product in productsList) //Add all products in the returned list to the bindable list { ShopItem item = new ShopItem { Item = product, Quantity = 0, Price = product.Price }; ShopInventory.Add(item); UserContainer.UserCart.Items.Add(item); } }
public ShopInventory GetInventory(int npcInstanceId) { if (inventories.TryGetValue(npcInstanceId, out var inventory)) { return(inventory); } inventory = inventories[npcInstanceId] = new ShopInventory(npcInstanceId, gameData); if (inventory.Items.Count == 0) { // Add Hatchet and Pickaxe as starting items inventory.AddItem(gameData.GetItem(0), 1, 10); // hatchet inventory.AddItem(gameData.GetItem(1), 1, 10); // pickaxe inventory.AddItem(gameData.GetItem(7), 1, 10); // fishing net inventory.AddItem(gameData.GetItem(2), 0, 10); // copper ore inventory.AddItem(gameData.GetItem(3), 0, 10); // logs } return(inventory); }
private bool DragToBuy(Item pItem, ItemSlot pSlot) { if (!ShopKeeper.playerIsInShop) { return(false); } if (_shopInventory == null) { _shopInventory = GameObject.Find("ShopInventory").GetComponent <ShopInventory>(); } if (_playerCoins.TakeCoins(Mathf.RoundToInt(pItem.Value * pSlot.Amount))) { pItem.IsInShop = false; GameController.errorMessage.AddMessage(pItem.Name + " has been purchased for " + Mathf.RoundToInt(pItem.Value * 1.25f) + " Coins!", Color.blue); return(true); } GameController.errorMessage.AddMessage("Not enough Coins!"); return(false); }
private void Start() { Instance = this; PlayerRef = GameObject.Find("Player").GetComponent <BasePlayer>(); if (PlayerItemsParent != null) { PlayerItemSlots = PlayerItemsParent.GetComponentsInChildren <ShopItemSlot>(); } if (ShopItemsParent != null) { ShopItemSlots = ShopItemsParent.GetComponentsInChildren <ShopItemSlot>(); } for (int i = 0; i < PlayerItemSlots.Length; i++) { PlayerItemSlots[i].OnRightClickEvent += OnItemRightClickEvent; /* * if (PlayerItemSlots[i].Item != null) * { * PlayerItemSlots[i].Item.player = PlayerRef; * } */ } for (int i = 0; i < ShopItemSlots.Length; i++) { ShopItemSlots[i].OnRightClickEvent += OnItemRightClickEvent; /* * if (ShopItemSlots[i].Item != null) * { * ShopItemSlots[i].Item.player = PlayerRef; * } */ } }
private void ShopInventoryFunction() { currType = TYPE_INVENTORY.Shop; ShopInventory shopInventory = inventoryToShow as ShopInventory; Button button = Instantiate(itemButtonPrefab); button.transform.SetParent(actionItemPanel); button.transform.Find("Text").GetComponent <Text>().text = "Buy"; button.onClick.AddListener(() => { if (shopInventory.BuyItem(currentItemPreview)) { previewPanel.gameObject.SetActive(false); RemoveButton(currentButtonPreview); RefreshInventory(); RefreshPlayerInfo(); } else { ChangeColor(button,Color.red); } }); }
void Start() { si = GameObject.Find("Inventory").GetComponent<ShopInventory>(); }
static void Main(string[] args) { CountryVatTax[] countries = new CountryVatTax[] { new CountryVatTax(1, 0.2, true), new CountryVatTax(2, 0.3, false), new CountryVatTax(3, 0.22, false), new CountryVatTax(4, 0.17, false), new CountryVatTax(5, 0.43, false), new CountryVatTax(6, 0.13, false) }; TaxCalculator calc = new TaxCalculator(countries.ToList()); Product[] products = new Product[] { new Product("Hlqb" , 1, 1, 7, 0.8, calc), new Product("Sirene", 2, 1, 3, 4.5, calc), new Product("Voda" , 3, 1, 5, 0.4, calc), new Product("Qica" , 4, 1, 10, 0.1, calc), new Product("Emeka" , 5, 1, 2, 2.5, calc), new Product("Sok" , 6, 1, 1, 2.2, calc) }; ShopInventory shop = new ShopInventory(products.ToList()); Dictionary<int, int> items1 = new Dictionary<int, int>(); items1.Add(2, 2); items1.Add(3, 3); items1.Add(1, 2); Order order1 = new Order(items1); Dictionary<int, int> items2 = new Dictionary<int, int>(); items2.Add(4, 8); items2.Add(5, 1); items2.Add(3, 1); Order order2 = new Order(items2); Dictionary<int, int> items3 = new Dictionary<int, int>(); items3.Add(2, 1); items3.Add(5, 1); items3.Add(3, 2); Order order3 = new Order(items3); try { Console.WriteLine("Audit: {0}", shop.Audit()); Console.WriteLine("Order 1 value: {0}", shop.RequestOrder(order1)); Console.WriteLine("Audit: {0}", shop.Audit()); Console.WriteLine("Order 2 value: {0}", shop.RequestOrder(order2)); Console.WriteLine("Audit: {0}", shop.Audit()); Console.WriteLine("Order 3 value: {0}", shop.RequestOrder(order3)); } catch (Exception ex) { Console.WriteLine("Error: {0}", ex.Message); } Console.WriteLine("Audit: {0}", shop.Audit()); Console.ReadKey(); }
public float ResupplyShop(float money, ref ShopInventory inventory, WorldState.SalesmanCharacterName salesman) { //we are going to resupply if difference between a member and his min is less than maxPercentageDifference //the salesman will try to have all the items in shop buying the less percentage item, //we have to check that salesman don't buy only food and detergent, saving for get aswell fridges and washers float foodPercentage = (float)inventory.FoodList.Count / maxFoodToBuy; float detergentPercentage = (float)inventory.DetergentList.Count / maxDetergentToBuy; float frigdePercentage = (float)inventory.FridgeList.Count / maxFridgesToBuy; float washerPercentage = (float)inventory.WasherList.Count / maxWashersToBuy; bool end = false; while (!end) { if (money <= minMoneyToBuy) { end = true; } else if (money <= minMoneyToBuyFrigdeAndWasher) { if (foodPercentage < detergentPercentage) { if (foodPercentage < (frigdePercentage + maxPercentageDifference) && foodPercentage < (washerPercentage + maxPercentageDifference)) { inventory.AddFoodToStore(salesman); money -= ShopInventory.FoodBasePrice; foodPercentage = (float)inventory.FoodList.Count / maxFoodToBuy; } else //fridges or washers percentage it's so low { end = true; } } else if (detergentPercentage < (frigdePercentage + maxPercentageDifference) && detergentPercentage < (washerPercentage + maxPercentageDifference)) { inventory.AddDetergentToStore(salesman); money -= ShopInventory.DetergentBasePrice; detergentPercentage = (float)inventory.DetergentList.Count / maxDetergentToBuy; } else //fridges or washers percentage it's so low { end = true; } } else //get who's the lowest percentage { if (foodPercentage == 1 && foodPercentage == detergentPercentage && frigdePercentage == washerPercentage && frigdePercentage == detergentPercentage) { //shop full end = true; } else { if (foodPercentage <= detergentPercentage && foodPercentage <= frigdePercentage && foodPercentage <= washerPercentage) { inventory.AddFoodToStore(salesman); money -= ShopInventory.FoodBasePrice; foodPercentage = (float)inventory.FoodList.Count / maxFoodToBuy; } else if (detergentPercentage <= foodPercentage && detergentPercentage <= frigdePercentage && detergentPercentage <= washerPercentage) { inventory.AddDetergentToStore(salesman); money -= ShopInventory.DetergentBasePrice; detergentPercentage = (float)inventory.DetergentList.Count / maxDetergentToBuy; } else if (frigdePercentage <= detergentPercentage && frigdePercentage <= foodPercentage && frigdePercentage <= washerPercentage) { inventory.AddFrigdeToStore(salesman); money -= ShopInventory.FrigdeBasePrice; frigdePercentage = (float)inventory.FridgeList.Count / maxFridgesToBuy; } else if (washerPercentage <= detergentPercentage && washerPercentage <= frigdePercentage && washerPercentage <= foodPercentage) { inventory.AddWasherToStore(salesman); money -= ShopInventory.WasherBasePrice; washerPercentage = (float)inventory.WasherList.Count / maxWashersToBuy; } } } } return(money); }
void Start() { sInv = GameObject.Find("ShopObject").GetComponent <ShopInventory>(); }
private void Awake() { _inventory = GameObject.Find("Inventory").GetComponent <Inventory>(); _equipmentPanel = GameObject.Find("EquipmentPanel").GetComponent <EquipmentPanel>(); _shopInventory = GameObject.Find("ShopPanel").GetComponent <ShopInventory>(); _playerCoins = GameObject.Find("Coins").GetComponent <PlayerCoins>(); _itemTooltip = GameObject.Find("ItemTooltip").GetComponent <ItemTooltip>(); _statTooltip = GameObject.Find("StatTooltip").GetComponent <StatTooltip>(); _draggedItem = GameObject.Find("DraggedItem").GetComponent <Image>(); _draggedItem.enabled = false; _statsPanel = GameObject.Find("Stats").GetComponent <StatPanel>(); _statsPanel.SetStats(_health, _mana, _armor, _strength, _intelligence); GameController.maxHealth = _health.Value; GameController.maxMana = _mana.Value; GameController.armor = _armor.Value; GameController.strength = _strength.Value; GameController.intelligence = _intelligence.Value; _statsPanel.UpdateStatValues(); //Setup Events: GameController.OnUseConsumableEvent += UseConsumable; //Right Click _inventory.OnRightClickEvent += Equip; _inventory.OnRightClickEvent += Sell; _inventory.OnRightClickEvent += UseConsumable; _inventory.OnRightClickEvent += HideTooltip; _equipmentPanel.OnRightClickEvent += Unequip; _shopInventory.OnRightClickEvent += Buy; _shopInventory.OnRightClickEvent += HideTooltip; //Pointer Enter _inventory.OnPointerEnterEvent += ShowTooltip; _equipmentPanel.OnPointerEnterEvent += ShowTooltip; _shopInventory.OnPointerEnterEvent += ShowTooltip; //Pointer Exit _inventory.OnPointerExitEvent += HideTooltip; _equipmentPanel.OnPointerExitEvent += HideTooltip; _shopInventory.OnPointerExitEvent += HideTooltip; //Begin Drag _inventory.OnBeginDragEvent += BeginDrag; _inventory.OnBeginDragEvent += HideTooltip; _equipmentPanel.OnBeginDragEvent += BeginDrag; _shopInventory.OnBeginDragEvent += BeginDrag; //End Drag _inventory.OnEndDragEvent += EndDrag; _equipmentPanel.OnEndDragEvent += EndDrag; _shopInventory.OnEndDragEvent += EndDrag; //Drag _inventory.OnDragEvent += Drag; _equipmentPanel.OnDragEvent += Drag; _shopInventory.OnDragEvent += Drag; //Drop _inventory.OnDropEvent += Drop; _inventory.OnDropEvent += ShowTooltip; _equipmentPanel.OnDropEvent += Drop; _equipmentPanel.OnDropEvent += ShowTooltip; _shopInventory.OnDropEvent += Drop; _shopInventory.OnDropEvent += ShowTooltip; }
void Start() { inventory = GetComponent <ShopInventory>(); turrets = inventory.turretPrefabs; }
/// <summary> /// The read. /// </summary> /// <param name="packet"> /// The packet. /// </param> /// <param name="client"> /// The client. /// </param> /// <param name="dynel"> /// The dynel. /// </param> public static void Read(byte[] packet, Client client, Dynel dynel) { sender = client; PacketReader packetReader = new PacketReader(packet); packetReader.PopHeader(); packetReader.PopByte(); temp1 = packetReader.PopInt(); count = packetReader.PopInt(); // Count of commands sent action = packetReader.PopInt(); temp4 = packetReader.PopInt(); user = packetReader.PopIdentity(); target = packetReader.PopIdentity(); packetReader.Finish(); bool feedback = true; switch (action) { case 1: // Get break; case 2: // Drop break; case 3: // Use OnUse(); AOCoord newcoord = client.Character.Coordinates; feedback = false; if (Statels.StatelppfonUse.ContainsKey(client.Character.PlayField)) { foreach (Statels.Statel s in Statels.StatelppfonUse[client.Character.PlayField]) { if (s.onUse(client, target)) { return; } } } bool teleport = false; int playfield = 152; switch (target.Instance) { // Need to add feedback to the character // Are the Newer Grid points in this list??? // No newer Grid points in list, will be replaced by a check against a list of statels read from rdb anyway // - Algorithman case -1073605919: // Teleport Tower(noobisland)(right) if (client.Character.Stats.Side.Value != 2) { client.SendChatText("You need to be omni to use this teleporter!"); teleport = false; } else { newcoord.x = 202; newcoord.z = 878; newcoord.y = 16; playfield = 687; } break; case -1073736991: // Teleport Tower(noobisland)(left) if (client.Character.Stats.Side.Value != 1) { client.SendChatText("You need to be clan to use this teleporter!"); teleport = false; } else { newcoord.x = 390; newcoord.z = 340; newcoord.y = 0; playfield = 545; } break; case -1073671455: // Teleport Tower(noobisland)(middle) if (client.Character.Stats.Side.Value != 0) { client.SendChatText("You need to be neutral to use this teleporter!"); teleport = false; } else { newcoord.x = 685; newcoord.z = 480; newcoord.y = 73; playfield = 800; } break; case -1073741189: // 2ho -> Stret west if (client.Character.Stats.Cash.Value < 50) { // check if you got enough credits to use the ferry client.SendChatText("You need atleast 50 credits to board this ferry!"); teleport = false; } else { client.Character.Stats.Cash.Set(client.Character.Stats.Cash.Value - 50); newcoord.x = 1143; newcoord.z = 541; newcoord.y = 8; playfield = 790; } break; case -1073478890: // Stret West -> 2ho if (client.Character.Stats.Cash.Value < 50) { // check if you got enough credits to use the ferry client.SendChatText("You need atleast 50 credits to board this ferry!"); teleport = false; } else { client.Character.Stats.Cash.Set(client.Character.Stats.Cash.Value - 50); newcoord.x = 760; newcoord.z = 1982; newcoord.y = 7; playfield = 635; } break; case -1073216841: // Harry's -> Plesant Meadows if (client.Character.Stats.Cash.Value < 50) { // check if you got enough credits to use the ferry client.SendChatText("You need atleast 50 credits to board this ferry!"); teleport = false; } else { client.Character.Stats.Cash.Set(client.Character.Stats.Cash.Value - 50); newcoord.x = 370; newcoord.z = 1564; newcoord.y = 7; playfield = 630; } break; case -1073216906: // Plesant Meadows -> Harry's if (client.Character.Stats.Cash.Value < 50) { // check if you got enough credits to use the ferry client.SendChatText("You need atleast 50 credits to board this ferry!"); teleport = false; } else { client.Character.Stats.Cash.Set(client.Character.Stats.Cash.Value - 50); newcoord.x = 3196; newcoord.z = 3172; newcoord.y = 7; playfield = 695; } break; case -1073282442: // Pleasant Meadows -> Omni-Tek outpost in Lush Fields if (client.Character.Stats.Cash.Value < 50) { // check if you got enough credits to use the ferry client.SendChatText("You need atleast 50 credits to board this ferry!"); teleport = false; } else { client.Character.Stats.Cash.Set(client.Character.Stats.Cash.Value - 50); newcoord.x = 3389; newcoord.z = 800; newcoord.y = 8; playfield = 695; } break; case -1073413449: // Omni-Tek outpost in Lush Fields -> Pleasant Meadows if (client.Character.Stats.Cash.Value < 50) { // check if you got enough credits to use the ferry client.SendChatText("You need atleast 50 credits to board this ferry!"); teleport = false; } else { client.Character.Stats.Cash.Set(client.Character.Stats.Cash.Value - 50); newcoord.x = 370; newcoord.z = 1562; newcoord.y = 7; playfield = 630; } break; case -1073347913: // Harry's trading outpost -> Omni-1 Trade (free) newcoord.x = 3569; newcoord.z = 912; newcoord.y = 9; playfield = 695; break; case -1073282377: // Omni-1 Trade -> Harry's trading outpost (free) newcoord.x = 3290; newcoord.z = 2922; newcoord.y = 7; playfield = 695; break; default: feedback = true; teleport = false; break; } if (teleport) { client.Teleport(newcoord, client.Character.Heading, playfield); } // Use item in inventory if (target.Type == 104) { InventoryEntries ie = client.Character.GetInventoryAt(target.Instance); AOItem mi = ItemHandler.GetItemTemplate(ie.Item.LowID); // TODO mi.applyon(client.Character, ItemHandler.eventtype_onuse, true, false, ie.Placement); TemplateAction.Send(client.Character, ie); if (mi.isConsumable()) { ie.Item.MultipleCount--; if (ie.Item.MultipleCount <= 0) { client.Character.Inventory.Remove(ie); DeleteItem.Send(client.Character, ie.Container, ie.Placement); // Packets.Stat.Set(client, 0, client.Character.Stats.GetStat(0),false); } } foreach (AOEvents aoe in mi.Events) { if (aoe.EventType == Constants.EventtypeOnUse) { sender.Character.ExecuteEvent( sender.Character, sender.Character, aoe, true, false, 0, CheckReqs.doCheckReqs); SkillUpdate.SendStat(client, 0x209, client.Character.Stats.SocialStatus.Value, false); // Social Status return; } } int le = packet[7] + packet[6] * 256; byte[] reply = new byte[le]; Array.Copy(packet, reply, le); reply[0] = 0xdf; reply[1] = 0xdf; reply[8] = 0x00; reply[9] = 0x00; reply[10] = 0x0C; reply[11] = 0x0E; reply[12] = (byte)(client.Character.Id >> 24); reply[13] = (byte)(client.Character.Id >> 16); reply[14] = (byte)(client.Character.Id >> 8); reply[15] = (byte)client.Character.Id; reply[0x1c] = 0; reply[32] = 1; reply[36] = 3; PacketWriter pw = new PacketWriter(); pw.PushBytes(reply); byte[] rep = pw.Finish(); client.SendCompressed(rep); SkillUpdate.SendStat(client, 0x209, client.Character.Stats.SocialStatus.Value, false); // Social Status return; } else if (target.Type == 51035) { // Shops VendingMachine vm = VendorHandler.GetVendorById(target.Instance); ShopInventory.Send(client, vm); Trade.Send(client, client.Character, vm); Trade.Send(client, vm, client.Character); Trade.Send(client, vm, client.Character); int le = packet[7] + packet[6] * 256; byte[] reply = new byte[le]; Array.Copy(packet, reply, le); reply[0] = 0xdf; reply[1] = 0xdf; reply[8] = 0x00; reply[9] = 0x00; reply[10] = 0x0C; reply[11] = 0x0E; reply[12] = (byte)(client.Character.Id >> 24); reply[13] = (byte)(client.Character.Id >> 16); reply[14] = (byte)(client.Character.Id >> 8); reply[15] = (byte)client.Character.Id; reply[0x1c] = 0; reply[0x20] = 1; client.Character.LastTrade = target; PacketWriter pw = new PacketWriter(); pw.PushBytes(reply); byte[] rep = pw.Finish(); client.SendCompressed(rep); } else if (target.Type == 51050) { // Open corpse } break; case 4: // Repair break; case 5: // UseItemOnItem #if DEBUG Console.WriteLine("Use Item on Item not defined yet"); Console.WriteLine("Packet data:"); string line = string.Empty; int count2 = 0; foreach (byte packbyte in packet) { if ((count2 % 16) == 0) { Console.WriteLine(line); line = string.Empty; } line = line + packbyte.ToString("X2") + " "; count2++; } if (line != string.Empty) { Console.WriteLine(); } Console.WriteLine(line); #endif break; default: break; } if (feedback) { #if DEBUG string Feedback1 = string.Format("T1 {0}, Count {1}, Action {2}, T4 {3}", temp1, count, action, temp4); string Feedback2 = string.Format( "User {0}:{1}, Target {2}:{3} ({4}:{5})", user.Type, user.Instance, target.Type, (uint)target.Instance, target.Type.ToString("X4"), ((uint)target.Instance).ToString("X8")); Statels.Statel b = null; if (Statels.Statelppf.ContainsKey(client.Character.PlayField)) { foreach (Statels.Statel z in Statels.Statelppf[client.Character.PlayField]) { if ((z.Type == target.Type) && ((Int32)z.Instance == target.Instance)) { b = z; break; } } } if (b != null) { foreach (Statels.StatelEvent e in b.Events) { Console.WriteLine("DebugOutput: \r\n" + e); } Console.WriteLine(b.Coordinates.ToString()); } else { Console.WriteLine( "No Statel defined in database for #" + target.Type + ":" + (UInt32)target.Instance + " (" + target.Type.ToString("X4") + ":" + target.Instance.ToString("X8") + ")"); } client.SendChatText(Feedback1); client.SendChatText(Feedback2); #endif } }
public void Start() { Core = this; }
private void Start() { sInv = GameObject.Find("ShopObject").GetComponent <ShopInventory>(); persistentInventory = GameObject.Find("PersistentInventory").GetComponent <PersistentInventoryScript>(); shopTooltip = sInv.GetComponent <ShopTooltip>(); }
public void Add(ShopInventory item) { QbDb.ShopInventories.InsertOnSubmit(item); }
// constructor public SubShopSystem() { SystemInventory = new ShopInventory(); }
public void SellBackSlotItem(ShopInventory shop) { shop.PartySlotSoldBack(PartySlotItem.Slot); }
void Start() { inventory = GetComponentInParent <ShopInventory>(); }
private void Start() { shopInventory = gameObject.GetComponent <ShopInventory>(); SortA(); }
// Start is called before the first frame update void Start() { shopInventory = ShopInventory.instance; }