示例#1
0
	public DataItem(int id, string name, string icon, ITEM_POCKET pocket, ITEM_FLAG_BINARY flags, string description) : base(id) {
		this.name = name;
		this.icon = (Texture2D)Resources.Load("Icons/items/" + icon);
		this.pocket = pocket;
		SetFlags(flags);
		this.description = description;
	}
示例#2
0
文件: DataItem.cs 项目: qipa/Unity-2
 public DataItem(int id, string name, string icon, ITEM_POCKET pocket, ITEM_FLAG_BINARY flags, string description) : base(id)
 {
     this.name   = name;
     this.icon   = (Texture2D)Resources.Load("Icons/items/" + icon);
     this.pocket = pocket;
     SetFlags(flags);
     this.description = description;
 }
示例#3
0
    public Items GetItems(ITEM_POCKET pocket)       //Returns specified pocket items as a list. Keeps the result cached in-case it's called upon every frame when drawing the inventory (no-gui)
    {
        var existing = cachedPockets[pocket];

        if (existing != null && !existing.invalidate)         //Check if there is a previous list of this data and ensure it's not been changed
        {
            return(existing.items);
        }

        var items = new Items();

        foreach (var item in GetItems())
        {
            if (item.data.pocket == pocket)
            {
                this.items.Add(item);
            }
        }

        existing = cachedPockets[pocket] = new CachePocket(items);

        return(items);
    }
示例#4
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    public Items GetItems(ITEM_POCKET pocket)
    {
        //All items in specified pocket of inventory
        var items = new Items();

        foreach(var item in GetItems()) {
            if (item.data.pocket == pocket)
                this.items.Add(item);
        }

        return items;
    }