public void SetList() { if (firstSetList) { firstSetList = false; OnceInventoryModel.Param inventory = MonoBehaviourSingleton <OnceManager> .I.result.inventory; equipItemInventory = EquipItemInfo.CreateList(inventory.equipItem); MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_EQUIP_INVENTORY); skillItemInventory = SkillItemInfo.CreateList(inventory.skillItem); MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_SKILL_INVENTORY); skillMaterialInventory = SkillItemInfo.CreateListFromItem(inventory.item); abilityItemInventory = AbilityItemInfo.CreateList(inventory.abilityItem); inGameTempItemInventory.Clear(); equipItemFilterList.Clear(); itemInventory = ItemInfo.CreateList(inventory.item); abilityItemInventory = InventoryList <AbilityItemInfo, AbilityItem> .CreateList(inventory.abilityItem); SetExpiredAtList(inventory.expiredItem); MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_ITEM_INVENTORY); questItemInventory = QuestItemInfo.CreateList(inventory.questItem); MonoBehaviourSingleton <GameSceneManager> .I.SetNotify(GameSection.NOTIFY_FLAG.UPDATE_QUEST_ITEM_INVENTORY); MonoBehaviourSingleton <QuestManager> .I.needRequestOrderQuestList = true; } }
public override void Initialize() { //IL_00b0: Unknown result type (might be due to invalid IL or missing references) object[] array = GameSection.GetEventData() as object[]; materialData = (array[0] as ProductData); priceStr = (array[1] as string); index = (int)array[2]; InventoryList <ItemInfo, Item> inventoryList = ItemInfo.CreateList(materialData.items); datas = new List <ItemSortData>(); for (LinkedListNode <ItemInfo> linkedListNode = inventoryList.GetFirstNode(); linkedListNode != null; linkedListNode = linkedListNode.Next) { if (linkedListNode != null && linkedListNode.Value != null && linkedListNode.Value.tableData != null) { ItemSortData itemSortData = new ItemSortData(); itemSortData.SetItem(linkedListNode.Value); datas.Add(itemSortData); } } this.StartCoroutine(DoInitialize()); }