Exemplo n.º 1
0
    public List <EquipmentItem> FliterByGroupEquipment(GroupEQuipment _group)
    {
        List <EquipmentItem> _newList = new List <EquipmentItem>();

        _mapBagToFliter.Clear();
        List <TypeEquipmentCharacter> _listTypeFlit = MappingData.GetListTypeEquiptmentByGroup(_group);
        int count = 0;

        if (_group == GroupEQuipment.Equipment)
        {
            _myItems.ForEach((EquipmentItem item) =>
            {
                if (_listTypeFlit.Contains(item.typeItem))
                {
                    _mapBagToFliter.Add(count, _newList.Count);
                    _newList.Add(item);
                }
                count++;
            });
        }
        //else if (_group == GroupEQuipment.Runestone)
        //{
        //    List<Item> _newList = new List<Item>();
        //    SplitDataFromServe._listGemInBag.ForEach((Item item) =>
        //    {
        //        //if (_listTypeFlit.Contains(item.typeItem))
        //        {
        //            _mapBagToFliter.Add(count, _newList.Count);
        //            _newList.Add(item);
        //        }
        //        count++;
        //    });
        //}
        return(_newList);
    }
Exemplo n.º 2
0
 internal void LoadEquipment(int IDLOAD)
 {
     _myStateBag = STATE_BAG.SHOW_EQUIP;
     if (_myItemEquipments != null)
     {
         _myItemEquipments.Clear();
     }
     else
     {
         _myItemEquipments = new List <EquipmentItem>();
     }
     _myTypeBag = GroupEQuipment.Equipment;
     LoadAllItemEquipAndInBag(IDLOAD);
     CreateViewEquipment();
     //StartCoroutine(LoadEquipmentInBag());
 }
Exemplo n.º 3
0
    public static List <TypeEquipmentCharacter> GetListTypeEquiptmentByGroup(GroupEQuipment _group)
    {
        List <TypeEquipmentCharacter> _returnList = new List <TypeEquipmentCharacter>();

        if (_group == GroupEQuipment.Equipment)
        {
            _returnList.Add(TypeEquipmentCharacter.Head);
            _returnList.Add(TypeEquipmentCharacter.Weapon);
            _returnList.Add(TypeEquipmentCharacter.Shield);
            _returnList.Add(TypeEquipmentCharacter.Torso);
            _returnList.Add(TypeEquipmentCharacter.Gloves);
            _returnList.Add(TypeEquipmentCharacter.Belt);
            _returnList.Add(TypeEquipmentCharacter.Boots);
            _returnList.Add(TypeEquipmentCharacter.Leg);
            _returnList.Add(TypeEquipmentCharacter.Ring);
            _returnList.Add(TypeEquipmentCharacter.Amulet);
        }

        return(_returnList);
    }