public SORT_DATA[] CreateSortAry <T, SORT_DATA>(T[] target_ary) where SORT_DATA : SortCompareData, new() { if (target_ary == null) { return(null); } SORT_DATA[] array = SortCompareData.CreateSortDataAry <T, SORT_DATA>(target_ary, this, equipSetInfo); Sort(array); return(array); }
protected override void InitLocalInventory() { SmithManager.SmithCreateData smithData = MonoBehaviourSingleton <SmithManager> .I.GetSmithData <SmithManager.SmithCreateData>(); SortBase.TYPE selectCreateEquipItemType = smithData.selectCreateEquipItemType; switch (selectCreateEquipItemType) { case SortBase.TYPE.WEAPON_ALL: localInventoryEquipData = SortCompareData.CreateSortDataAry <SmithCreateItemInfo, SmithCreateSortData>(pickupWeapon, sortSettings, null); break; case SortBase.TYPE.ARMOR_ALL: localInventoryEquipData = SortCompareData.CreateSortDataAry <SmithCreateItemInfo, SmithCreateSortData>(pickupArmor, sortSettings, null); break; default: localInventoryEquipData = sortSettings.CreateSortAry <SmithCreateItemInfo, SmithCreateSortData>(Singleton <CreateEquipItemTable> .I.GetCreateEquipItemDataAry(SortBaseTypeToEquipmentType(selectCreateEquipItemType))); break; } SelectingInventoryFirst(); }