public void Init(InventoryEquipmentModel model, CategoryManager categoryManager) { this.model = model; this.categoryManager = categoryManager; categoryManager.InitAndDisableButtons(model.InventoryData, new InventoryCategoryManagerEventProxy()); categoryManager.SetAllItemCount(model.InventoryData.Inventory.Count - model.HiddenItems.Count); categoryManager.EnableEquippedButton(model.InventoryData.CurrentAvatarEquipment.Count > 0); categoryManager.ShowHiddenButton(isVisible: false); setupListeners(); }
private void setupModel() { model = new InventoryEquipmentModel(); if (Service.Get <CPDataEntityCollection>().TryGetComponent <InventoryData>(Service.Get <CPDataEntityCollection>().LocalPlayerHandle, out var component)) { model.SetInventory(component); } else { Log.LogError(this, "Unable to locate InventoryData object. This object should already exist as it is created in the home controller."); } }
public void Init(InventoryEquipmentModel model) { this.model = model; templateDefinitions = Service.Get <GameData>().Get <Dictionary <int, TemplateDefinition> >(); scrollRect = editableItemController.GetComponentInChildren <ScrollRect>(); itemImageBuilder = ItemImageBuilder.acquire(); categoryController = new InventoryCategoryController(); categoryController.Init(model, categoryManager); InventoryContext.EventBus.DispatchEvent(default(ClothingDesignerUIEvents.ShowAllTemplates)); setupListeners(); editableItemController.gameObject.SetActive(value: true); int size = model.DisplayedInventory.Count + 2; editableItemController.CreateEditableItemList(inventoryPrefabContentKey, size); IsInitialized = true; }
public ModelCreated(InventoryEquipmentModel equipmentModel) { EquipmentModel = equipmentModel; }