Shops & Weapon Icons
Added stations to loadout generator Overhauled Trade menu to sell station inventory contents Placing stations in ZoneGenerator Moved weapons to new item type: WeaponItemData Implemented icon sets for weapon functionality Renamed MegaCorporation to Faction Implemented quality-dependent item pricing Added unoccupied space helper function for entity Moved sector generation settings to settings file
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33 changed files with 1640 additions and 1077 deletions
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@ -237,14 +237,8 @@ public class DatabaseListView : EditorWindow
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itemGroups = typedItems.GroupBy(item => Enum.GetName(typeof(SimpleCommodityCategory), (item as SimpleCommodityData).Category));
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else if(_itemTypes[i] == typeof(CompoundCommodityData))
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itemGroups = typedItems.GroupBy(item => Enum.GetName(typeof(CompoundCommodityCategory), (item as CompoundCommodityData).Category));
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else if(_itemTypes[i] == typeof(GearData))
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itemGroups = typedItems.GroupBy(item =>
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{
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var hp = Enum.GetName(typeof(HardpointType), (item as GearData).Hardpoint);
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if (hp == null)
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hp = "Invalid Hardpoint";
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return hp;
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});
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else if(_itemTypes[i] == typeof(GearData) || _itemTypes[i] == typeof(WeaponItemData))
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itemGroups = typedItems.GroupBy(item => Enum.GetName(typeof(HardpointType), (item as GearData).Hardpoint) ?? "Invalid Hardpoint");
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else if (_itemTypes[i] == typeof(HullData))
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itemGroups = typedItems.GroupBy(item => Enum.GetName(typeof(HullType), (item as HullData).HullType));
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else itemGroups = typedItems.GroupBy(item => "All");
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