/// <summary> /// Saves the battle loot to inventory. They are in battle inventory during battle. /// </summary> private void SaveBattleLootToInventory() { List <ItemInventory> battleItemsList = PlayerInfo.Instance.CombatInventory.itemList; PlayerInventory playerInventory = PlayerInfo.Instance.PlayerInventory; foreach (ItemInventory item in battleItemsList) { playerInventory.AddItemInventory(item.ItemData, item.Count); } }
void OnNewItemsAdded(ItemInventory[] items) { foreach (ItemInventory item in items) { PlayerInventory.AddItemInventory(item); if (EnumGameState.InTown == GameManager.Instance.GameState) { UIRewardHint.Instance.EnqueueDisplayItem(item.ItemID, item.Count); } Debug.Log(string.Format("Parser New item GUID = {0}", item.Item_GUID)); } }
void OnEquipMoveHandler(ItemMoveVo[] itemMoveOps) { foreach (ItemMoveVo moveVo in itemMoveOps) { ItemInventory item = null; if (moveVo.MoveType == ItemMoveType.EquipOn) { item = PlayerInventory.GetItem(moveVo.ItemGUID); PlayerInventory.RemoveItem(moveVo.ItemGUID, 1); EquippedInventory.AddItemInventory(item); } else if (moveVo.MoveType == ItemMoveType.EquipOff) { item = EquippedInventory.GetItem(moveVo.ItemGUID); EquippedInventory.RemoveItem(item.Item_GUID, 1); PlayerInventory.AddItemInventory(item); } } }
public void AddItemToInvenory(ItemData itemData, int count) { PlayerInventory.AddItemInventory(itemData, count); }