public UICreativeInfiniteItemsDisplay(UIState uiStateThatHoldsThis) { _parentUIState = uiStateThatHoldsThis; _itemIdsAvailableTotal = new List <int>(); _itemIdsAvailableToShow = new List <int>(); _filterer = new EntryFilterer <Item, IItemEntryFilter>(); _filterer.AddFilters(new List <IItemEntryFilter> { new ItemFilters.Weapon(), new ItemFilters.Armor(), new ItemFilters.BuildingBlock(), new ItemFilters.GameplayItems(), new ItemFilters.Accessories(), new ItemFilters.Consumables(), new ItemFilters.Materials() }); _filterer.SetSearchFilterObject(new ItemFilters.BySearch()); _sorter = new EntrySorter <int, ICreativeItemSortStep>(); _sorter.AddSortSteps(new List <ICreativeItemSortStep> { new SortingSteps.ByCreativeSortingId(), new SortingSteps.Alphabetical() }); _itemIdsAvailableTotal.AddRange(CreativeItemSacrificesCatalog.Instance.SacrificeCountNeededByItemId.Keys.ToList()); BuildPage(); }
public UIBestiaryTest(BestiaryDatabase database) { _filterer.SetSearchFilterObject(new Filters.BySearch()); _originalEntriesList = new List <BestiaryEntry>(database.Entries); _workingSetEntries = new List <BestiaryEntry>(_originalEntriesList); _filterer.AddFilters(database.Filters); _sorter.AddSortSteps(database.SortSteps); BuildPage(); }