public void Close() { canvas.enabled = false; Player.Instance.enabled = true; OnInventoryClosed?.Invoke(); open = false; }
/// <summary> /// Removes ability to interact with this inventory for this player. Returns a close inventory packet that can be sent to the server for synchronization. /// </summary> /// <param name="player"></param> /// <returns></returns> public virtual object Close(IPlayer player) { object packet = InvNetworkUtil.DidClose(player); openedByPlayerGUIds.Remove(player.PlayerUID); OnInventoryClosed?.Invoke(player); return(packet); }
/// <summary> /// Removes ability to interact with this inventory for this player. Returns a close inventory packet that can be sent to the server for synchronization. /// </summary> /// <param name="player"></param> /// <returns></returns> public virtual object Close(IPlayer player) { object packet = InvNetworkUtil.DidClose(player); openedByPlayerGUIds.Remove(player.PlayerUID); OnInventoryClosed?.Invoke(player); Api.World.Logger.Audit("{0} closed inventory {1}", player.PlayerName, InventoryID); return(packet); }
public static void NotifyInventoryClose() { OnPlayerActivated?.Invoke(); OnInventoryClosed?.Invoke(); }