public static bool IsArmoryFull(CurrentPlayer currentPlayer) { int currentActiveEquipmentCapacity = ArmoryUtils.GetCurrentActiveEquipmentCapacity(currentPlayer.ActiveArmory); int maxCapacity = currentPlayer.ActiveArmory.MaxCapacity; return(currentActiveEquipmentCapacity >= maxCapacity); }
public static bool HasEnoughCapacityToActivateEquipment(ActiveArmory armory, EquipmentVO equipment) { return(ArmoryUtils.GetCurrentActiveEquipmentCapacity(armory) + equipment.Size <= armory.MaxCapacity); }
public unsafe static long $Invoke1(long instance, long *args) { return(GCHandledObjects.ObjectToGCHandle(ArmoryUtils.GetCurrentActiveEquipmentCapacity((ActiveArmory)GCHandledObjects.GCHandleToObject(*args)))); }
public static bool IsArmoryEmpty(CurrentPlayer currentPlayer) { int currentActiveEquipmentCapacity = ArmoryUtils.GetCurrentActiveEquipmentCapacity(currentPlayer.ActiveArmory); return(currentActiveEquipmentCapacity == 0); }
public static bool IsAnyEquipmentActive(ActiveArmory armory) { return(ArmoryUtils.GetCurrentActiveEquipmentCapacity(armory) > 0); }