//-------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------- // initialization //-------------------------------------------------------------------------------------- private void Awake() { // set the equipped item stack to empty. m_oEquippedItemStack = ItemStack.m_oEmpty; // if this is the local player if (IsLocalPlayer) { // Initialize the equipable item ID list based on the slots of the inventory for (int i = 0; i < GetComponentInParent <Player>().m_nEquipableItemSlots - 1; i++) { // Insert 0 in each position required mn_aulEquipableItemIDs.Insert(i, 0); } } }