Exemplo n.º 1
0
    /// <summary>
    /// Called when we want to store a device in the hacking panel.
    /// </summary>
    /// <param name="hackDevice"></param>
    public virtual void ServerStoreHackingDevice(HackingDevice hackDevice)
    {
        Pickupable item = hackDevice.GetComponent <Pickupable>();

        if (item.ItemSlot != null)
        {
            Inventory.ServerPerform(InventoryMove.Transfer(item.ItemSlot, itemStorage.GetBestSlotFor(item)));
        }
        else
        {
            Inventory.ServerPerform(InventoryMove.Add(item, itemStorage.GetBestSlotFor(item)));
        }
    }
Exemplo n.º 2
0
    /// <summary>
    /// Instantiates prefab then add it to inventory
    /// </summary>
    /// <param name="addedObject"></param>
    /// <param name="toSlot"></param>
    /// <param name="replacementStrategy">what to do if toSlot is already occupied</param>
    /// <returns>true if successful</returns>
    public static bool ServerSpawnPrefab(GameObject addedObject, ItemSlot toSlot, ReplacementStrategy replacementStrategy = ReplacementStrategy.Cancel, bool IgnoreRestraints = false)
    {
        var spawn = Spawn.ServerPrefab(addedObject);

        return(ServerPerform(InventoryMove.Add(spawn.GameObject.GetComponent <Pickupable>(), toSlot, replacementStrategy, IgnoreRestraints)));
    }
Exemplo n.º 3
0
 /// <summary>
 /// Inventory move in which the object was not previously in the inventory system (not in any ItemSlot)
 /// and now is.
 /// </summary>
 /// <param name="addedObject"></param>
 /// <param name="toSlot"></param>
 /// <param name="replacementStrategy">what to do if toSlot is already occupied</param>
 /// <returns>true if successful</returns>
 public static bool ServerAdd(GameObject addedObject, ItemSlot toSlot, ReplacementStrategy replacementStrategy = ReplacementStrategy.Cancel, bool IgnoreRestraints = false)
 {
     return(ServerPerform(InventoryMove.Add(addedObject, toSlot, replacementStrategy, IgnoreRestraints)));
 }
Exemplo n.º 4
0
 /// <summary>
 /// Inventory move in which the object was not previously in the inventory system (not in any ItemSlot)
 /// and now is.
 /// </summary>
 /// <param name="addedObject"></param>
 /// <param name="toSlot"></param>
 /// <param name="replacementStrategy">what to do if toSlot is already occupied</param>
 /// <returns>true if successful</returns>
 public static bool ServerAdd(GameObject addedObject, ItemSlot toSlot, ReplacementStrategy replacementStrategy = ReplacementStrategy.Cancel)
 {
     return(ServerPerform(InventoryMove.Add(addedObject, toSlot, replacementStrategy)));
 }