/// <summary> /// Initializes the default values. /// </summary> /// <param name="gameObject">The GameObject this object is attached to.</param> /// <param name="itemSetManager">The ItemSetManager which owns the ItemSet.</param> /// <param name="categoryID">The ID of the category that the ItemSet belongs to.</param> /// <param name="categoryIndex">The index of the category that the ItemSet belongs to.</param> /// <param name="index">The index of the ItemSet.</param> public void Initialize(GameObject gameObject, ItemSetManagerBase itemSetManager, uint categoryID, int categoryIndex, int index) { // The ItemSet may have already been initialized. if (m_ItemSetManager != null) { return; } base.Initialize(gameObject); m_ItemSetManager = itemSetManager; var toggleEquipAbilities = gameObject.GetCachedComponent <UltimateCharacterLocomotion>().GetAbilities <ToggleEquip>(); if (toggleEquipAbilities != null) { for (int i = 0; i < toggleEquipAbilities.Length; ++i) { if (toggleEquipAbilities[i].ItemSetCategoryID == categoryID) { m_ToggleEquip = toggleEquipAbilities[i]; break; } } } var equipUnequipAbilities = gameObject.GetCachedComponent <UltimateCharacterLocomotion>().GetAbilities <EquipUnequip>(); if (equipUnequipAbilities != null) { for (int i = 0; i < equipUnequipAbilities.Length; ++i) { if (equipUnequipAbilities[i].ItemSetCategoryID == categoryID) { m_EquipUnequip = equipUnequipAbilities[i]; break; } } } m_CategoryIndex = categoryIndex; m_Index = index; if (m_ItemIdentifiers == null) { m_ItemIdentifiers = new IItemIdentifier[m_Slots.Length]; } }
/// <summary> /// Initializes the default values. /// </summary> /// <param name="gameObject">The GameObject this object is attached to.</param> /// <param name="itemSetManager">The ItemSetManager which owns the ItemSet.</param> /// <param name="categoryID">The ID of the category that the ItemSet belongs to.</param> /// <param name="categoryIndex">The index of the category that the ItemSet belongs to.</param> /// <param name="index">The index of the ItemSet.</param> public void Initialize(GameObject gameObject, ItemSetManagerBase itemSetManager, uint categoryID, int categoryIndex, int index) { // The ItemSet may have already been initialized. if (m_ItemSetManager != null) { return; } base.Initialize(gameObject); m_ItemSetManager = itemSetManager; var equipUnequipAbilities = gameObject.GetCachedComponent <UltimateCharacterLocomotion>().GetAbilities <EquipUnequip>(); if (equipUnequipAbilities != null) { for (int i = 0; i < equipUnequipAbilities.Length; ++i) { if (equipUnequipAbilities[i].ItemSetCategoryID == categoryID) { m_EquipUnequip = equipUnequipAbilities[i]; break; } } } m_CategoryIndex = categoryIndex; m_Index = index; if (m_ItemIdentifiers == null) { m_ItemIdentifiers = new IItemIdentifier[m_Slots.Length]; } m_EmptyItemSet = true; for (int i = 0; i < m_Slots.Length; ++i) { if (m_Slots[i] != null) { m_EmptyItemSet = false; return; } } EventHandler.RegisterEvent <int, int>(m_ItemSetManager.gameObject, "OnItemSetManagerUpdateItemSet", OnUpdateItemSet); }