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Question by SlevinKGames · Jun 22, 2020 at 10:00 PM · c#beginnerclassfilter

Better way to filter this function

Hi guys :) Basically i have written this part of code and I think there must be a cleaner way to write this. Unfortunately i have found no working solution that is working fine there. Maybe anyone of you got any pointers what I could do there?

   public void FilterInventory(string filter)
     {
         if (filter == "Weapon")
         {
             MainInventarFilterText.text = "WEAPONS";
             for (int i = 0; i < items.Count; i++)
             {
                 if (uIItems[i].item is Weapon)
                 {
                     uIItems[i].transform.parent.gameObject.SetActive(true);
                 }
                 else
                 {
                     uIItems[i].transform.parent.gameObject.SetActive(false);
                 }
             }
         }
         if (filter == "Clothing")
         {
             MainInventarFilterText.text = "CLOTHINGS";
             for (int i = 0; i < items.Count; i++)
             {
                 if (uIItems[i].item is Clothing)
                 {
                     uIItems[i].transform.parent.gameObject.SetActive(true);
                 }
                 else
                 {
                     uIItems[i].transform.parent.gameObject.SetActive(false);
                 }
             }
         }
         if (filter == "Relic")
         {
             MainInventarFilterText.text = "RELICS";
             for (int i = 0; i < items.Count; i++)
             {
                 if (uIItems[i].item is Relic)
                 {
                     uIItems[i].transform.parent.gameObject.SetActive(true);
                 }
                 else
                 {
                     uIItems[i].transform.parent.gameObject.SetActive(false);
                 }
             }
         }

Thanks!

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Best Answer

Answer by Hellium · Jun 22, 2020 at 10:40 PM

Code NOT TESTED, written from phone.

 private Dictionary<Type, string> filters = new Dictionary<Type, string>()
 {
     { typeof(Weapon), "WEAPONS" },
     { typeof(Clothing), "CLOTHINGS" },
     { typeof(Relic), "RELICS" }
 };

  public void FilterInventory(string filter)
  {
      foreach( var kvp in filters )
      {
          if (filter == kvp.Key.Name)
          {
              MainInventarFilterText.text = kvp.Value;
              for (int i = 0; i < items.Count; i++)
               uiItems[i].transform.parent.gameObject.SetActive(uiItems[I].GetType() == kvp.Key) ;
          }
      }
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Answer by SofiaFeist · Jun 22, 2020 at 10:54 PM

Is this what you're looking for?

 public void FilterInventory(string filter)
     {
         switch (filter)
         {
             case "Weapon":
                 FilterItem("WEAPONS", typeof(Weapon));
                 break;
             case "Clothing":
                 FilterItem("CLOTHINGS", typeof(Clothing));
                 break;
             case "Relic":
                 FilterItem("RELICS", typeof(Relic));
                 break;
         }
     }
 
     private void FilterItem(string filterText, Type type)
     {
         MainInventarFilterText.text = filterText;
 
         for (int i = 0; i < items.Count; i++)
         {
             if (uIItems[i].item.GetType() == type)
                 uIItems[i].transform.parent.gameObject.SetActive(true);
             else
                 uIItems[i].transform.parent.gameObject.SetActive(false);
         }
     }
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