private static bool TryParse(PlayerOfflineGearDataBlock block, out OfflineGear result) { switch (block.Type) { case eOfflineGearType.StandardInventory: case eOfflineGearType.RundownSpecificInventory: result = new OfflineGear(block); return(true); default: result = null; Log.Warn($"Unimplemented Offline Gear Type [{block.persistentID}] {block.Type}"); return(false); } }
/// <summary> /// Load and set up all the gear from the offline data /// </summary> private void LoadOfflineGearDatas() { var blocks = GameDataBlockBase <PlayerOfflineGearDataBlock> .GetAllBlocks(); if (blocks == null) { Log.Warn("Unable to get Player Offline Gear blocks"); return; } Log.Verbose($"Loading {blocks.Length} gear"); foreach (var block in blocks) { OfflineGear.Load(block); } }
private static bool TryStash(OfflineGear gear) { if (gear == null) { Log.Warn("Unable to stash due to null offline gear"); return(false); } if (gear.gearIDRange == null) { Log.Warn($"Unable to stash offline gear due to null GearIDRange [{gear.persistentID}]"); return(false); } if (gear.itemData == null) { Log.Warn($"Unable to stash offline gear due to null ItemDataBlock [{gear.persistentID}]"); return(false); } GearManager.Current.m_gearPerSlot[gear.inventorySlot].Add(gear.gearIDRange); return(true); }