private void ItemChanged(UnityEngine.Networking.SyncList <Item> .Operation op, int itemIndex) { foreach (var slot in _slots) { slot.ClearSlot(); } foreach (var item in _equipment.Items) { _slots[(int)((EquipmentItem)item).EquipSlot].SetItem(item); } }
private void ItemChanged(UnityEngine.Networking.SyncList <Item> .Operation op, int itemIndex) { for (int i = 1; i < _slots.Length; i++) { _slots[i].ClearSlot(); } for (int i = 0; i < _equipment.Items.Count; i++) { int slotIndex = (int)((EquipmentItem)_equipment.Items[i]).EquipmentSlot; _slots[slotIndex].SetItem(_equipment.Items[i]); } }
private void ItemChanged(UnityEngine.Networking.SyncList <Item> .Operation op, int itemIndex) { for (var i = 0; i < _slots.Length; i++) { if (i < _inventory.Items.Count) { _slots[i].SetItem(_inventory.Items[i]); } else { _slots[i].ClearSlot(); } } }