void UpdateInventory() { _lastEffective = Effective; Effective = EffectiveSheetCalculator.GetEffectiveSheet(_base, Resolve <GameConfig>()); _lastEffective ??= Effective; _lastChangeTime = DateTime.Now; _lerp = 0.0f; }
void Update() { var assets = Resolve <IAssetManager>(); var inventoryScreenState = Resolve <IInventoryScreenState>(); _lastEffective = _effective; _effective = EffectiveSheetCalculator.GetEffectiveSheet(assets, _base); _lastEffective ??= _effective; _lastChangeTime = DateTime.Now; _lerp = 0.0f; Raise(new InventoryChangedEvent(_id)); Raise(new SetCursorEvent(inventoryScreenState?.ItemInHand == null ? CoreSpriteId.Cursor : CoreSpriteId.CursorSmall)); }