本文整理汇总了C#中VRage.Game.Entity.MyInventoryBase.Remove方法的典型用法代码示例。如果您正苦于以下问题:C# MyInventoryBase.Remove方法的具体用法?C# MyInventoryBase.Remove怎么用?C# MyInventoryBase.Remove使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类VRage.Game.Entity.MyInventoryBase
的用法示例。
在下文中一共展示了MyInventoryBase.Remove方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: TransferItemsFrom
/// <summary>
/// Transfers safely given item from inventory given as parameter to this instance.
/// </summary>
/// <returns>true if items were succesfully transfered, otherwise, false</returns>
public override bool TransferItemsFrom(MyInventoryBase sourceInventory, IMyInventoryItem item, MyFixedPoint amount)
{
if (sourceInventory == null)
{
System.Diagnostics.Debug.Fail("Source inventory is null!");
return false;
}
MyInventoryBase destinationInventory = this;
if (destinationInventory == null)
{
System.Diagnostics.Debug.Fail("Destionation inventory is null!");
return false;
}
if (item == null)
{
System.Diagnostics.Debug.Fail("Item is null!");
return false;
}
if (amount == 0)
{
return true;
}
bool transfered = false;
if ((destinationInventory.ItemsCanBeAdded(amount, item) || destinationInventory == sourceInventory) && sourceInventory.ItemsCanBeRemoved(amount, item))
{
if (Sync.IsServer)
{
if (destinationInventory != sourceInventory)
{
// try to add first and then remove to ensure this items don't disappear
if (destinationInventory.Add(item, amount))
{
if (sourceInventory.Remove(item, amount))
{
// successfull transaction
return true;
}
else
{
// This can happend, that it can't be removed due to some lock, then we need to revert the add.
destinationInventory.Remove(item, amount);
}
}
}
else
{
// same inventory transfer = splitting amount, need to remove first and add second
if (sourceInventory.Remove(item, amount) && destinationInventory.Add(item, amount))
{
return true;
}
else
{
System.Diagnostics.Debug.Fail("Error! Unsuccesfull splitting!");
}
}
}
else
{
Debug.Assert(sourceInventory != null);
MyInventoryTransferEventContent eventParams = new MyInventoryTransferEventContent();
eventParams.Amount = amount;
eventParams.ItemId = item.ItemId;
eventParams.SourceOwnerId = sourceInventory.Entity.EntityId;
eventParams.SourceInventoryId = sourceInventory.InventoryId;
eventParams.DestinationOwnerId = destinationInventory.Entity.EntityId;
eventParams.DestinationInventoryId = destinationInventory.InventoryId;
MyMultiplayer.RaiseStaticEvent(s => InventoryBaseTransferItem_Implementation, eventParams);
}
}
return transfered;
}