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); } }
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); } }