// ********************************************* public override void Init() { base.Init(); CreateCameraTarget(); CreateCameraFocus(); CreateDataController(); // load data _quickslotInventory = _dataController.LoadQuickSlotInventory(); _inventory = _dataController.LoadInventory(); _gunParts = _dataController.LoadPartInventory(); // save when changes are made _quickslotInventory.OnInventoryItemChanged += (index, item) => { _dataController.SaveQuickSlotInventory(_quickslotInventory); }; _inventory.OnInventoryItemChanged += (index, item) => { _dataController.SaveInventory(_inventory); }; _gunParts.OnPartListChanged += () => { _dataController.SavePartInventory(_gunParts); }; // set hand item _quickslotInventory.SetInventoryItem(_quickslotInventory.ConvertQuickSlotIDToIndex(QuickSlotInventory.ID.Center), _hand.GetInstance(1)); // add input reciever Game.Input.AddReciever( new InputRecieverLayer( new List <IInputReciever>() { this, _interactor as PlayerInteractor, _brain as PlayerMovement } ), 0); }