protected override void UpdateContent()
        {
            AllItems.Clear();
            IList <Item> all_items = FindAllItems(mSearchField, mSearchValue);

            foreach (Item item in all_items)
            {
                AllItems.Add(item);
            }

            SoldItems.Clear();
            IList <Item> sold_items = FindSoldItems(mSearchField, mSearchValue);

            foreach (Item item in sold_items)
            {
                SoldItems.Add(item);
            }

            BoughtItems.Clear();
            IList <Item> bought_items = FindBoughtItems(mSearchField, mSearchValue);

            foreach (Item item in bought_items)
            {
                BoughtItems.Add(item);
            }

            InventoriedItems.Clear();
            IList <Item> inventoried_items = FindInventoriedItems(mSearchField, mSearchValue);

            foreach (Item item in inventoried_items)
            {
                InventoriedItems.Add(item);
            }
        }
示例#2
0
        public void SetSoldItems(List <SoldItem> items)
        {
            SoldItems.Clear();
            SoldItems.AddRange(items);

            foreach (SoldEntity se in SoldEntities)
            {
                if (se.Status == SoldEntity.SellStatus.Confirmed)
                {
                    continue;
                }
                if (SoldItems.Any(si => si.ID == se.Item.ID && si.ItemPrefab == se.Item.Prefab && (GameMain.Client == null || GameMain.Client.ID == si.SellerID)))
                {
                    se.Status = SoldEntity.SellStatus.Confirmed;
                }
                else
                {
                    se.Status = SoldEntity.SellStatus.Unconfirmed;
                }
            }

            OnSoldItemsChanged?.Invoke();
        }
示例#3
0
 public void ClearSoldItemsProjSpecific()
 {
     SoldItems.Clear();
 }