/// <summary> /// Sucht und initialisiert alle Loot-Typen und fügt diese zum angegebenen Loot-Pool hinzu /// </summary> /// <param name="fetcher">Der zu benutzende Fetcher</param> /// <param name="startMode">Der Loot-Pool</param> public virtual void InitLootables(ILootTypeFetcher <T> fetcher, string startMode) { currMode = startMode; if (!lootHashMap.Keys.Contains(startMode)) { lootHashMap.Add(startMode, new List <ILootable <T> >()); } InitLootables(fetcher); }
/// <summary> /// Sucht und initialisiert alle Loot-Typen /// </summary> /// <param name="fetcher">Der zu benutzende Fetcher</param> public virtual void InitLootables(ILootTypeFetcher <T> fetcher) { ILootable <T>[] newLoot = fetcher.GetAllLootableTypes().GetInstances().Select(o => o as ILootable <T>).ToArray(); if (currMode != "All") { lootHashMap[currMode].AddRange(newLoot); } allInternalLoot.AddRange(newLoot); }
public void InitLootables(ILootTypeFetcher <string> fetcher, ItemLibraryMode startMode) { currMode = startMode; if (!lootHashMap.Keys.Contains(startMode)) { lootHashMap.Add(startMode, new List <ILootable <string> >()); } InitLootables(fetcher); }
public void InitLootables(ILootTypeFetcher <string> fetcher) { ILootable <string>[] newLoot = fetcher.GetAllLootableTypes().GetInstances().Select(o => o as ILootable <string>).ToArray(); if (currMode != ItemLibraryMode.All) { lootHashMap[currMode].AddRange(newLoot); } allLoot.AddRange(newLoot); }
/// <summary> /// Konstruktor, der den Fetcher und den Anfangs-Loot-Pool setzt /// </summary> /// <param name="fetcher">Der Fetcher</param> /// <param name="startMode">Der Anfangs-Loot-Pool</param> public BaseSplitItemHandler(ILootTypeFetcher <T> fetcher, string startMode) { allInternalLoot = new List <ILootable <T> >(); lootHashMap = new Dictionary <string, List <ILootable <T> > >() { { "All", allInternalLoot } }; InitLootables(fetcher, startMode); }
private SplitItemHandler(ILootTypeFetcher <string> fetcher, ItemLibraryMode startMode) { allLoot = new List <ILootable <string> >(); lootHashMap = new Dictionary <ItemLibraryMode, List <ILootable <string> > >() { { ItemLibraryMode.All, allLoot } }; InitLootables(fetcher, startMode); }
/// <summary> /// Sucht und initialisiert alle Loot-Typen /// </summary> /// <param name="fetcher">Der zu benutzende Fetcher</param> public virtual void InitLootables(ILootTypeFetcher <T> fetcher) { Type[] types = fetcher.GetAllLootableTypes(); allLoot = types.Select(t => t.GetInstance() as ILootable <T>).ToList(); }
/// <summary> /// Konstruktor, der den Typ-Fetcher setzt /// </summary> /// <param name="fetcher">Der Typ-Fetcher</param> public BaseLootHolder(ILootTypeFetcher <T> fetcher) { InitLootables(fetcher); }