1using System.Collections.Generic;
3using System.Runtime.Serialization;
22 public int[]
ints =
new int[5];
97 bits.Bits = (uint)
ints[0];
106 public Dictionary<string, Item>
items =
new Dictionary<string, Item>();
109 public List<Item>
list =
new List<Item>();
152 return Add(ie.RandomItem().id, 1, msg);
158 return Add(
id, 1, msg);
164 int num = ((row.num == 0) ? 10 : row.
num);
174 public Item Add(
string id,
int num,
bool msg =
false)
178 return items.TryGetValue(
id);
181 if (!
items.TryGetValue(
id, out value))
206 value.show = value.
num;
221 SpriteRenderer spriteRenderer = Object.Instantiate(
ResourceCache.Load<SpriteRenderer>(
"UI/Layer/Hoard/Molds/" + row.
prefab.IsEmpty(
"default")));
223 return spriteRenderer.gameObject;
Color GetRarityColor(int r, bool light=false)
static ColorProfile Colors
static SourceManager sources
SourceCollectible.Row Source
void _OnDeserialized(StreamingContext context)
void OnSerializing(StreamingContext context)
GameObject GetActor(string id)
Item Add(string id, int num, bool msg=false)
Sprite GetSprite(string id)
Item AddRandom(int r, bool msg=true)
Item AddRandom(bool msg=true)
Dictionary< string, Item > items
void OnDeserialized(StreamingContext context)
static string _rarity(int a)
static void AquireItem(string itemName)
SourceCollectible collectibles
static void Add(Sprite sprite)
static Sprite Get(string id)