public override void Process(SchematicSlot schematicSlot) { WeaponSchematicSlot weaponSlot = (WeaponSchematicSlot)schematicSlot; if (null == weaponSlot.WeaponItem) { return; } int currentCount = _weaponTypeVotes.GetOrDefault(weaponSlot.WeaponItem.Id); _weaponTypeVotes[weaponSlot.WeaponItem.Id] = currentCount + 1; }
public override void Process(SchematicSlot schematicSlot) { SpecialSchematicSlot specialSlot = (SpecialSchematicSlot)schematicSlot; if (null == specialSlot.SpecialItem) { return; } int currentCount = _specialTypeVotes.GetOrDefault(specialSlot.SpecialItem.Id); _specialTypeVotes[specialSlot.SpecialItem.Id] = currentCount + 1; }
public override void Process(SchematicSlot schematicSlot) { ArmorSchematicSlot armorSlot = (ArmorSchematicSlot)schematicSlot; ArmorData.ArmorDataEntry armorItem = armorSlot.ArmorItem; if (null == armorItem) { return; } int currentCount = _armorTypeVotes.GetOrDefault(armorItem.Id); _armorTypeVotes[armorItem.Id] = currentCount + 1; }
public override void Process(SchematicSlot schematicSlot) { BrainSchematicSlot brainSlot = (BrainSchematicSlot)schematicSlot; BrainData.BrainDataEntry brainItem = brainSlot.BrainItem; if (null == brainItem) { return; } int currentCount = _brainTypeVotes.GetOrDefault(brainItem.Id); _brainTypeVotes[brainItem.Id] = currentCount + 1; }
public abstract void Process(SchematicSlot schematicSlot);