// Use this for initialization void Start() { playerUI.SetInventory(player.GetInventories()[0]); player.GetInventories()[0].AddItem(new Item("test", 1), 5); player.GetInventories()[0].AddItem(new Item("test1", 1), 12); player.GetInventories()[0].AddItem(new Item("test2", 1), 12); var shopItems = new List <ItemShop>() { new ItemShop(new Item("test", 1), 10), new ItemShop(new Item("test1", 1), 10), new ItemShop(new Item("test2", 1), 10) }; shop = new Dummy_Shop(shopItems); shop_UI.SetShop(shop, player); }
/// <summary> /// Builds cache of accessible inventories on this ship. /// </summary> /// <param name="Force">Forces to build cache even if UseConveyorSystem == false.</param> void BuildInventoryCache(bool Force = false) { if (!Tool.UseConveyorSystem && !Force) { return; } List <IMyTerminalBlock> InventoryOwners = new List <IMyTerminalBlock>(); Term.GetBlocksOfType(InventoryOwners, x => x.HasPlayerAccess(Tool.OwnerId) && x.HasInventory); OnboardInventoryOwners.Clear(); OnboardInventoryOwners.Add(Tool); foreach (var InventoryOwner in InventoryOwners) { if (InventoryOwner == Tool) { continue; } foreach (var Inventory in InventoryOwner.GetInventories()) { if (Inventory == ToolCargo) { continue; } if (Inventory.IsConnectedTo(ToolCargo)) { OnboardInventoryOwners.Add(InventoryOwner); } } } }