feat: refactor equipment payload methods to unify handling and remove gift box specific logic

This commit is contained in:
Alexa
2026-06-07 10:39:08 +03:00
parent f27d16c4fe
commit feccd439d4
3 changed files with 55 additions and 38 deletions
@@ -103,7 +103,7 @@ public class StorefrontsBuyController(
StoreService.TryGetAvatarItemPayload(item.Slug, out var avatarItemType, out avatarItemDesc);
var inventoryAvatarDesc = StoreService.InventoryAvatarItemDesc(avatarItemDesc);
StoreService.TryGetConsumableItemDesc(item.Slug, out var consumableItemDesc);
StoreService.TryGetGiftBoxEquipmentPayload(item.Slug, out var equipmentPrefabName, out var equipmentModificationGuid);
StoreService.TryGetEquipmentPayload(item.Slug, out var equipmentPrefabName, out var equipmentModificationGuid);
if (StoreService.TryGetHairDyePayload(item.Slug, out var hairDyeConsumableDesc, out var hairDyeColorGuid))
{
avatarItemType = 1;
@@ -352,7 +352,7 @@ public class StorefrontsBuyController(
{
StoreService.TryGetAvatarItemPayload(grantedSlug, out avatarItemType, out avatarItemDesc);
StoreService.TryGetConsumableItemDesc(grantedSlug, out consumableItemDesc);
StoreService.TryGetGiftBoxEquipmentPayload(grantedSlug, out equipmentPrefabName, out equipmentModificationGuid);
StoreService.TryGetEquipmentPayload(grantedSlug, out equipmentPrefabName, out equipmentModificationGuid);
if (StoreService.TryGetHairDyePayload(grantedSlug, out var hairDyeConsumableDesc, out var hairDyeColorGuid))
{
avatarItemType = 1;