示例#1
0
 protected void InitInteractionData()
 {
     if (null == interaction_data)
     {
         interaction_data = this.gameObject.GetComponent <InteractionDescription>();
     }
 }
示例#2
0
    public void UpdateInteractions()
    {
        sorted.Clear();

        foreach (InteractionType type in Enum.GetValues(typeof(InteractionType)))
        {
            sorted.Add(type, new List <Interactable>());
        }

        foreach (Interactable item in interactions)
        {
            InteractionDescription data = item.GetInteractionData();
            if (data != null)
            {
                // TODO: This is risky, because it can add data to an unused empty list
                GetInteractions(data.GetInteractionType()).Add(item);
                item.UpdateTextPosition();
            }
        }
    }
示例#3
0
        public bool Equals(DestinyNodeStepDefinition input)
        {
            if (input == null)
            {
                return(false);
            }

            return
                ((
                     DisplayProperties == input.DisplayProperties ||
                     (DisplayProperties != null && DisplayProperties.Equals(input.DisplayProperties))
                     ) &&
                 (
                     StepIndex == input.StepIndex ||
                     (StepIndex.Equals(input.StepIndex))
                 ) &&
                 (
                     NodeStepHash == input.NodeStepHash ||
                     (NodeStepHash.Equals(input.NodeStepHash))
                 ) &&
                 (
                     InteractionDescription == input.InteractionDescription ||
                     (InteractionDescription != null && InteractionDescription.Equals(input.InteractionDescription))
                 ) &&
                 (
                     DamageType == input.DamageType ||
                     (DamageType != null && DamageType.Equals(input.DamageType))
                 ) &&
                 (
                     DamageTypeHash == input.DamageTypeHash ||
                     (DamageTypeHash.Equals(input.DamageTypeHash))
                 ) &&
                 (
                     ActivationRequirement == input.ActivationRequirement ||
                     (ActivationRequirement != null && ActivationRequirement.Equals(input.ActivationRequirement))
                 ) &&
                 (
                     CanActivateNextStep == input.CanActivateNextStep ||
                     (CanActivateNextStep != null && CanActivateNextStep.Equals(input.CanActivateNextStep))
                 ) &&
                 (
                     NextStepIndex == input.NextStepIndex ||
                     (NextStepIndex.Equals(input.NextStepIndex))
                 ) &&
                 (
                     IsNextStepRandom == input.IsNextStepRandom ||
                     (IsNextStepRandom != null && IsNextStepRandom.Equals(input.IsNextStepRandom))
                 ) &&
                 (
                     PerkHashes == input.PerkHashes ||
                     (PerkHashes != null && PerkHashes.SequenceEqual(input.PerkHashes))
                 ) &&
                 (
                     StartProgressionBarAtProgress == input.StartProgressionBarAtProgress ||
                     (StartProgressionBarAtProgress.Equals(input.StartProgressionBarAtProgress))
                 ) &&
                 (
                     StatHashes == input.StatHashes ||
                     (StatHashes != null && StatHashes.SequenceEqual(input.StatHashes))
                 ) &&
                 (
                     AffectsQuality == input.AffectsQuality ||
                     (AffectsQuality != null && AffectsQuality.Equals(input.AffectsQuality))
                 ) &&
                 (
                     StepGroups == input.StepGroups ||
                     (StepGroups != null && StepGroups.Equals(input.StepGroups))
                 ) &&
                 (
                     AffectsLevel == input.AffectsLevel ||
                     (AffectsLevel != null && AffectsLevel.Equals(input.AffectsLevel))
                 ) &&
                 (
                     SocketReplacements == input.SocketReplacements ||
                     (SocketReplacements != null && SocketReplacements.SequenceEqual(input.SocketReplacements))
                 ));
        }