private void ItemChanged(UnityEngine.Networking.SyncList <Item> .Operation op, int itemIndex) { for (int i = 0; i < _slots.Length; i++) { _slots[i].ClearSlot(); } for (int i = 0; i < _equipment.Items.Count; i++) { _slots[(int)((EquipmentItem)_equipment.Items[i]).equipSlot].SetItem(_equipment.Items[i]); } }
private void ItemChanged(UnityEngine.Networking.SyncList <Item> .Operation op, int itemIndex) { for (int i = 0; i < _slots.Length; i++) { if (i < _inventory.Items.Count) { _slots[i].SetItem(_inventory.Items[i]); } else { _slots[i].ClearSlot(); } } }
private void SendMsg(SyncList <T> .Operation op, int itemIndex) { this.SendMsg(op, itemIndex, default(T)); }