public override void OnNotify(NOTIFY_FLAG flags)
    {
        if ((flags & (NOTIFY_FLAG.UPDATE_SKILL_FAVORITE | NOTIFY_FLAG.UPDATE_ITEM_INVENTORY | NOTIFY_FLAG.UPDATE_SKILL_INVENTORY)) != (NOTIFY_FLAG)0L)
        {
            inventory = new ItemStorageTop.SkillItemInventory((!isExceed) ? SortSettings.SETTINGS_TYPE.GROW_SKILL_ITEM : SortSettings.SETTINGS_TYPE.EXCEED_SKILL_ITEM, SKILL_SLOT_TYPE.NONE, true);
            sorting();
            skillItem = MonoBehaviourSingleton <InventoryManager> .I.skillItemInventory.Find(skillItem.uniqueID);

            List <SkillItemInfo> del_list = new List <SkillItemInfo>();
            materialSkillItem.ForEach(delegate(SkillItemInfo skill)
            {
                SkillItemInfo skillItemInfo  = MonoBehaviourSingleton <InventoryManager> .I.skillItemInventory.Find(skill.uniqueID);
                SkillItemInfo skillItemInfo2 = MonoBehaviourSingleton <InventoryManager> .I.skillMaterialInventory.Find(skill.uniqueID);
                if ((skillItemInfo == null && skillItemInfo2 == null) || (skillItemInfo != null && skillItemInfo.isFavorite))
                {
                    del_list.Add(skill);
                }
            });
            del_list.ForEach(delegate(SkillItemInfo delitem)
            {
                materialSkillItem.Remove(delitem);
            });
            inventory = null;
            RefreshUI();
        }
        base.OnNotify(flags);
    }
 private void InitInventory()
 {
     inventory = new ItemStorageTop.SkillItemInventory((!isExceed) ? SortSettings.SETTINGS_TYPE.GROW_SKILL_ITEM : SortSettings.SETTINGS_TYPE.EXCEED_SKILL_ITEM, SKILL_SLOT_TYPE.NONE, true);
     if (isSortTypeReset)
     {
         inventory.sortSettings.ResetType(true);
     }
     sorting();
 }
 public override void UpdateUI()
 {
     SetFontStyle((Enum)UI.STR_TITLE_ITEM_INFO, 2);
     SetFontStyle((Enum)UI.STR_TITLE_DESCRIPTION, 2);
     SetFontStyle((Enum)UI.STR_TITLE_STATUS, 2);
     SetFontStyle((Enum)UI.STR_TITLE_SELL, 2);
     SetActive((Enum)UI.BTN_DECISION, true);
     SetActive((Enum)UI.BTN_SKILL_DECISION, false);
     SetLabelText((Enum)UI.STR_DECISION_R, base.sectionData.GetText("STR_DECISION"));
     if (inventory == null || updateInventory)
     {
         selectIndex = GetInventoryFirstIndex();
         inventory   = CreateInventory();
         if (inventory.datas.Length > 0)
         {
             if (selectSkillItem == null)
             {
                 if (equipSkillItem != null)
                 {
                     selectIndex = GetSelectItemIndex(equipSkillItem);
                 }
                 if (selectIndex >= 0)
                 {
                     selectSkillItem = (inventory.datas[selectIndex].GetItemData() as SkillItemInfo);
                 }
                 else
                 {
                     selectSkillItem = null;
                 }
             }
             else
             {
                 selectIndex = GetSelectItemIndex(selectSkillItem);
             }
         }
         updateInventory = false;
     }
     SetInventoryIsEmptyParam();
     SetLabelText((Enum)UI.LBL_SORT, inventory.sortSettings.GetSortLabel());
     SetToggle((Enum)UI.TGL_ICON_ASC, inventory.sortSettings.orderTypeAsc);
     UpdateInventoryUI();
     UpdateParam();
 }
Exemplo n.º 4
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    public override void OnNotify(NOTIFY_FLAG flags)
    {
        if ((flags & (NOTIFY_FLAG.UPDATE_SKILL_FAVORITE | NOTIFY_FLAG.UPDATE_SKILL_INVENTORY)) != (NOTIFY_FLAG)0L)
        {
            skillItem = MonoBehaviourSingleton <InventoryManager> .I.skillItemInventory.Find(skillItem.uniqueID);

            List <SkillItemInfo> del_list = new List <SkillItemInfo>();
            materialSkillItem.ForEach(delegate(SkillItemInfo skill)
            {
                SkillItemInfo skillItemInfo = MonoBehaviourSingleton <InventoryManager> .I.skillItemInventory.Find(skill.uniqueID);
                if (skillItemInfo == null || skillItemInfo.isFavorite)
                {
                    del_list.Add(skill);
                }
            });
            del_list.ForEach(delegate(SkillItemInfo delitem)
            {
                materialSkillItem.Remove(delitem);
            });
            inventory = null;
            SetDirty(inventoryUI);
        }
        base.OnNotify(flags);
    }
Exemplo n.º 5
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 private void InitInventory()
 {
     inventory = new ItemStorageTop.SkillItemInventory(SortSettings.SETTINGS_TYPE.GROW_SKILL_ITEM, SKILL_SLOT_TYPE.NONE, false);
     inventory.sortSettings = SortSettings.CreateMemSortSettings(SortBase.DIALOG_TYPE.STORAGE_SKILL, SortSettings.SETTINGS_TYPE.GROW_SKILL_ITEM);
     sorting();
 }