/// <summary> /// Create a BasicInventorySetItem for the specified slot /// </summary> /// <param name="rBasicInventorySet"></param> /// <param name="rSlotID"></param> /// <param name="rItemID"></param> /// <param name="rInstantiate"></param> public static BasicInventorySetItem CreateSetItem(this BasicInventorySet rBasicInventorySet, string rSlotID, string rItemID, bool rInstantiate = true) { if (string.IsNullOrEmpty(rSlotID)) { return(null); } BasicInventorySetItem lWeaponSetItem = rBasicInventorySet.Items.FirstOrDefault(x => x.SlotID == rSlotID); if (lWeaponSetItem != null) { lWeaponSetItem.ItemID = rItemID; lWeaponSetItem.Instantiate = rInstantiate; return(lWeaponSetItem); } lWeaponSetItem = new BasicInventorySetItem { ItemID = rItemID, SlotID = rSlotID, Instantiate = rInstantiate }; rBasicInventorySet.Items.Add(lWeaponSetItem); return(lWeaponSetItem); }
/// <summary> /// Create an empty BasicInventorySetItem for the specified slot /// </summary> /// <param name="rBasicInventorySet"></param> /// <param name="rSlotID"></param> public static BasicInventorySetItem CreateEmptySetItem(this BasicInventorySet rBasicInventorySet, string rSlotID) { if (string.IsNullOrEmpty(rSlotID)) { return(null); } BasicInventorySetItem lWeaponSetItem = new BasicInventorySetItem { ItemID = "", SlotID = rSlotID, Instantiate = false }; rBasicInventorySet.Items.Add(lWeaponSetItem); return(lWeaponSetItem); }