ObjectInteraction.Split C# (CSharp) Method

Split() public static method

public static Split ( ObjectInteraction splitFrom ) : void
splitFrom ObjectInteraction
return void
    public static void Split(ObjectInteraction splitFrom)
    {
        splitFrom.GetComponent<object_base>().Split ();
    }

Same methods

ObjectInteraction::Split ( ObjectInteraction splitFrom, ObjectInteraction splitTo ) : void

Usage Example

    /// <summary>
    /// Handle player choosing how many items to pick up in a stack
    /// </summary>
    /// <param name="quant"></param>
    public void OnSubmitPickup(int quant)
    {
        InputField inputctrl = UWHUD.instance.InputControl;

        inputctrl.text = "";
        inputctrl.gameObject.SetActive(false);
        WindowDetect.WaitingForInput = false;
        ConversationVM.EnteringQty   = false;
        if (ConversationVM.InConversation == false)
        {
            UWHUD.instance.MessageScroll.Clear();
            Time.timeScale = 1.0f;
        }
        else
        {
            UWHUD.instance.ConversationButtonParent.SetActive(true);
            UWHUD.instance.MessageScroll.Set("");
            // UWHUD.instance.MessageScroll.NewUIOUt.text = InventorySlot.TempLookAt;//Restore original text
        }

        if (quant == 0)
        {//cancel
            QuantityObj = null;
        }
        if (QuantityObj != null)
        {//Just do a normal pickup.
            if (quant >= QuantityObj.GetComponent <ObjectInteraction>().link)
            {
                CurrentObjectInHand = QuantityObj;
                if (this.slotIndex >= 11)
                {
                    UWCharacter.Instance.playerInventory.currentContainer.RemoveItemFromContainer(UWCharacter.Instance.playerInventory.ContainerOffset + this.slotIndex - 11);
                }
                UWCharacter.Instance.playerInventory.ClearSlot(this.slotIndex);
            }
            else
            {
                //split the obj.
                ObjectInteraction objI = QuantityObj.GetComponent <ObjectInteraction>();
                objI.link = objI.link - quant;
                ObjectLoaderInfo newObj = ObjectLoader.newWorldObject(objI.item_id, objI.quality, objI.owner, quant, -1);
                newObj.is_quant = 1;
                ObjectInteraction NewObjI = ObjectInteraction.CreateNewObject(CurrentTileMap(), newObj, CurrentObjectList().objInfo, GameWorldController.instance.InventoryMarker, GameWorldController.instance.InventoryMarker.transform.position);
                GameWorldController.MoveToInventory(NewObjI);
                CurrentObjectInHand = NewObjI;
                ObjectInteraction.Split(objI, NewObjI);
                UWCharacter.Instance.playerInventory.Refresh();
                QuantityObj = null;
            }
        }
    }
All Usage Examples Of ObjectInteraction::Split