public static void Postfix(SG_Shop_ItemSelectedPanel __instance, InventoryDataObject_BASE theController, SimGameState ___simState, LocalizableText ___MechPartCountText, GameObject ___FullMechWeightClassDisplayObject, GameObject ___MechPartCountDisplayObject) { ___FullMechWeightClassDisplayObject.SetActive(false); ___MechPartCountDisplayObject.SetActive(true); SG_Shop_ItemSelectedPanel_FillInMechPartDetail.Postfix(__instance, theController, ___simState, ___MechPartCountText); }
public static bool AddItemToInventory(MechLabInventoryWidget_ListView __instance, InventoryDataObject_BASE ItemData) { LogDebug("ShopTabLagFix: AddItemToInventory"); var _this = __instance; var _items = _this.ListView.Items; InventoryDataObject_BASE listElementController_BASE = null; foreach (InventoryDataObject_BASE listElementController_BASE2 in _this.inventoryData) { if (listElementController_BASE2.GetItemType() == ItemData.GetItemType() && listElementController_BASE2.IsDuplicateContent(ItemData) && _this.ParentDropTarget != null && _this.StackQuantities) { listElementController_BASE = listElementController_BASE2; break; } } if (listElementController_BASE != null) { listElementController_BASE.ModifyQuantity(1); } else { // OnItemAdded logic does not seem to be needed? // HBSLoopScroll 219-228 _items.Add(ItemData); } return(false); }
public static void Postfix(SG_Shop_ItemSelectedPanel __instance, InventoryDataObject_BASE theController, SimGameState ___simState, LocalizableText ___MechPartCountText) { if (theController.mechDef == null) { return; } ___MechPartCountText.SetText(SimpleMechAssembly_Main.GetMechCountDescrString(___simState, theController.mechDef)); }
public static void Postfix(SG_Shop_ItemSelectedPanel __instance, InventoryDataObject_BASE theController, SimGameState ___simState, LocalizableText ___MechPartCountText) { if (theController.mechDef == null) { return; } int pieces = ___simState.GetItemCount(theController.mechDef.Description.Id, "MECHPART", SimGameState.ItemCountType.UNDAMAGED_ONLY); int needed = ___simState.Constants.Story.DefaultMechPartMax; int varpieces = SimpleMechAssembly_Main.GetNumPartsForAssembly(___simState, theController.mechDef); int owned = SimpleMechAssembly_Main.GetNumberOfMechsOwnedOfType(___simState, theController.mechDef); ___MechPartCountText.SetText(string.Format("{0}({1})/{3}({2})", pieces, varpieces, owned, needed)); }