private void OnUpdate(InventoryKey key)
 {
     if (key == this.key)
     {
         RaiseEvents();
     }
 }
Пример #2
0
        public void UpdateSlot(InventoryKey key, WeaponSlot slot)
        {
            if (_weapons.ContainsKey(key))
            {
                _weapons[key] = slot;
            }
            else
            {
                _weapons.Add(key, slot);
            }

            OnInventoryChanged?.Invoke(key);
        }
Пример #3
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        public void UpdateSlot(InventoryKey key, AggregateSlot slot)
        {
            if (_aggregates.ContainsKey(key))
            {
                _aggregates[key] = slot;
            }
            else
            {
                _aggregates.Add(key, slot);
            }

            OnInventoryChanged?.Invoke(key);
        }
Пример #4
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        public static WeaponItem CreateInstance(
            InventoryKey key,
            Sprite sprite,
            Weapon weapon,
            bool requiresApprovalToPickUp = false)
        {
            var instance = CreateInstance <WeaponItem>();

            instance.Key    = key;
            instance.Sprite = sprite;
            instance.RequiresApprovalToPickUp = requiresApprovalToPickUp;
            instance.Item = weapon;

            return(instance);
        }
Пример #5
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 public bool RetrieveSlot(InventoryKey key, out WeaponSlot slot)
 {
     return(_weapons.TryGetValue(key, out slot));
 }
Пример #6
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 public bool RetrieveSlot(InventoryKey key, out AggregateSlot slot)
 {
     return(_aggregates.TryGetValue(key, out slot));
 }
Пример #7
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 public void RemoveWeaponSlot(InventoryKey key)
 {
     _weapons.Remove(key);
     OnInventoryChanged?.Invoke(key);
 }
Пример #8
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        public void RemoveAggregateSlot(InventoryKey key)
        {
            _aggregates.Remove(key);

            OnInventoryChanged?.Invoke(key);
        }