private void NotifyOnCurrencyChanged(float before, CurrencyDecorator after) { if (OnCurrencyChanged != null) { OnCurrencyChanged(before, after); } }
private void OnPlayerCurrencyChanged(float amountBefore, CurrencyDecorator decorator) { if (currentBlueprint != null) { SetCraftingBlueprint(currentBlueprint); } }
public CurrencyDecorator ToCurrencyDecorator() { var dec = new CurrencyDecorator(); ToCurrencyDecorator(dec); return(dec); }
public static bool RemoveCurrency(CurrencyDecorator decorator, float amountMultipier = 1.0f) { if (decorator.amount <= 0f) { return(true); } return(RemoveCurrency(decorator.currency.ID, decorator.amount * amountMultipier)); }
/// <summary> /// Can we remove the amount of given currency? /// </summary> /// <param name="currencyDecorator"></param> /// <param name="allowCurrencyConversion">Allow converting a higher currency down to this currency? For example convert gold to silver.</param> /// <param name="checkBank"></param> /// <returns></returns> public static bool CanRemoveCurrency(CurrencyDecorator currencyDecorator, bool allowCurrencyConversion, bool checkBank) { if (currencyDecorator.amount <= 0f) { return(true); } Assert.IsNotNull(currencyDecorator.currency, "Currency decorator is empty! The currency cannot be removed!"); return(CanRemoveCurrency(currencyDecorator.currency.ID, currencyDecorator.amount, allowCurrencyConversion, checkBank)); }
private void OnPlayerCurrencyChanged(float amountBefore, CurrencyDecorator decorator) { if (window.isVisible == false) { return; } if (window.isVisible) { RepaintWindow(); } }
private void LootUIOnOnCurrencyChanged(float before, CurrencyDecorator after) { var lookup = currencies.FirstOrDefault(o => o.currency == after.currency); if (lookup != null) { lookup.amount = after.amount; } if (lootUI.isEmpty) { trigger.UnUse(); if (_destroyWhenEmpty) { Destroy(gameObject); } } }
public void Repaint(CurrencyDecorator decorator) { SetActive(true); if (_amount != null) { if (decorator.amount <= 0f && _hideWhenEmpty) { _amount.gameObject.SetActive(false); } _amount.text = decorator.ToString(1.0f, _overrideStringFormat ? _overrideStringFormatString : ""); } if (_icon != null) { if (decorator.amount <= 0f && _hideWhenEmpty) { _icon.gameObject.SetActive(false); } _icon.sprite = decorator.currency.icon; } }
private void OnPlayerCurrencyChanged(float amountBefore, CurrencyDecorator decorator) { Repaint(); }
/// <summary> /// Add currency to the loot to collections. /// Note: Currency is auto. converted if it's exceeding the conversion restrictions. /// </summary> /// <param name="decorator"></param> /// <param name="amountMultipier"></param> /// <returns></returns> public static bool AddCurrency(CurrencyDecorator decorator, float amountMultipier = 1.0f) { return(AddCurrency(decorator.currency.ID, decorator.amount * amountMultipier)); }
public static bool CanAddCurrency(CurrencyDecorator currencyDecorator) { return(CanAddCurrency(currencyDecorator.currency.ID, currencyDecorator.amount)); }
public void ToCurrencyDecorator(CurrencyDecorator dec) { dec.currency = ItemManager.database.currencies.FirstOrDefault(o => o.ID == currencyID); dec.amount = amount; }
public CurrencyDecoratorSerializationModel(CurrencyDecorator currency) : this(currency.currency.ID, currency.amount) { }
public void RemoveCurrency(CurrencyDecorator decorator) { lookups.Remove(decorator); }
public void AddCurrency(CurrencyDecorator decorator) { decorator.parentGroup = this; lookups.Add(decorator); }