public void SetBuildMode(bool active, uint id, ItemBuildable item, uint inventoryIndex, Inventory.Inventory inventory) { BuildMode = active; CurrentBuildableItem = item; GameManager.StructureCursorDictionary.TryGetValue(id, out var structureCursor); structureCursor.InventoryIndex = inventoryIndex; structureCursor.Inventory = inventory; BuildStructure = structureCursor; }
private static ItemBuildable SearchBuildablesForComponent(Inventory inv, string compUniqueNameToFind) { ItemBuildable item = null; if (inv != null) { item = SearchArrayForComponent(inv.Archwings, compUniqueNameToFind); if (item != null) { return(item); } item = SearchArrayForComponent(inv.Gear, compUniqueNameToFind); if (item != null) { return(item); } item = SearchArrayForComponent(inv.Melees, compUniqueNameToFind); if (item != null) { return(item); } item = SearchArrayForComponent(inv.Misc, compUniqueNameToFind); if (item != null) { return(item); } item = SearchArrayForComponent(inv.Pets, compUniqueNameToFind); if (item != null) { return(item); } item = SearchArrayForComponent(inv.Primaries, compUniqueNameToFind); if (item != null) { return(item); } item = SearchArrayForComponent(inv.Quests, compUniqueNameToFind); if (item != null) { return(item); } item = SearchArrayForComponent(inv.Relics, compUniqueNameToFind); if (item != null) { return(item); } item = SearchArrayForComponent(inv.Resources, compUniqueNameToFind); if (item != null) { return(item); } item = SearchArrayForComponent(inv.Secondaries, compUniqueNameToFind); if (item != null) { return(item); } item = SearchArrayForComponent(inv.Sentinels, compUniqueNameToFind); if (item != null) { return(item); } item = SearchArrayForComponent(inv.Skins, compUniqueNameToFind); if (item != null) { return(item); } item = SearchArrayForComponent(inv.Warframes, compUniqueNameToFind); if (item != null) { return(item); } } return(item); }