Barotrauma Client
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Classes | |
class | ItemSlot |
Public Member Functions | |
Inventory (Entity owner, int capacity, int slotsPerRow=5) | |
bool | Contains (Item item) |
Is the item contained in this inventory. Does not recursively check items inside items. | |
Item | FirstOrDefault () |
Return the first item in the inventory, or null if the inventory is empty. | |
Item | LastOrDefault () |
Return the last item in the inventory, or null if the inventory is empty. | |
Item | GetItemAt (int index) |
Get the item stored in the specified inventory slot. If the slot contains a stack of items, returns the first item in the stack. | |
IEnumerable< Item > | GetItemsAt (int index) |
Get all the item stored in the specified inventory slot. Can return more than one item if the slot contains a stack of items. | |
int | GetItemStackSlotIndex (Item item, int index) |
int | FindIndex (Item item) |
Find the index of the first slot the item is contained in. | |
List< int > | FindIndices (Item item) |
Find the indices of all the slots the item is contained in (two-hand items for example can be in multiple slots). Note that this method instantiates a new list. | |
virtual bool | ItemOwnsSelf (Item item) |
Returns true if the item owns any of the parent inventories. | |
virtual int | FindAllowedSlot (Item item, bool ignoreCondition=false) |
bool | CanBePut (Item item) |
Can the item be put in the inventory (i.e. is there a suitable free slot or a stack the item can be put in). | |
virtual bool | CanBePutInSlot (Item item, int i, bool ignoreCondition=false) |
Can the item be put in the specified slot. | |
bool | CanBePut (ItemPrefab itemPrefab, float? condition=null, int? quality=null) |
virtual bool | CanBePutInSlot (ItemPrefab itemPrefab, int i, float? condition=null, int? quality=null) |
int | HowManyCanBePut (ItemPrefab itemPrefab, float? condition=null) |
virtual int | HowManyCanBePut (ItemPrefab itemPrefab, int i, float? condition, bool ignoreItemsInSlot=false) |
virtual bool | TryPutItem (Item item, Character user, IEnumerable< InvSlotType > allowedSlots=null, bool createNetworkEvent=true, bool ignoreCondition=false) |
If there is room, puts the item in the inventory and returns true, otherwise returns false. | |
virtual bool | TryPutItem (Item item, int i, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent=true, bool ignoreCondition=false) |
bool | IsEmpty () |
virtual bool | IsFull (bool takeStacksIntoAccount=false) |
Is there room to put more items in the inventory. Doesn't take stacking into account by default. | |
void | CreateNetworkEvent () |
Item | FindItem (Func< Item, bool > predicate, bool recursive) |
List< Item > | FindAllItems (Func< Item, bool > predicate=null, bool recursive=false, List< Item > list=null) |
Item | FindItemByTag (Identifier tag, bool recursive=false) |
Item | FindItemByIdentifier (Identifier identifier, bool recursive=false) |
virtual void | RemoveItem (Item item) |
void | ForceToSlot (Item item, int index) |
Forces an item to a specific slot. Doesn't remove the item from existing slots/inventories or do any other sanity checks, use with caution! | |
void | ForceRemoveFromSlot (Item item, int index) |
Removes an item from a specific slot. Doesn't do any sanity checks, use with caution! | |
bool | IsInSlot (Item item, int index) |
void | SharedRead (IReadMessage msg, List< ushort >[] receivedItemIds, out bool readyToApply) |
void | SharedWrite (IWriteMessage msg, Range slotRange) |
void | DeleteAllItems () |
Deletes all items inside the inventory (and also recursively all items inside the items) | |
Public Attributes | |
readonly Entity | Owner |
bool | Locked |
bool | AllowSwappingContainedItems = true |
Static Public Attributes | |
const int | MaxPossibleStackSize = (1 << 6) - 1 |
const int | MaxItemsPerNetworkEvent = 128 |
Protected Member Functions | |
IEnumerable< Item > | GetAllItems (bool checkForDuplicates) |
virtual void | PutItem (Item item, int i, Character user, bool removeItem=true, bool createNetworkEvent=true) |
bool | TrySwapping (int index, Item item, Character user, bool createNetworkEvent, bool swapWholeStack) |
virtual void | CreateNetworkEvent (Range slotRange) |
Protected Attributes | |
readonly int | capacity |
Capacity, or the number of slots in the inventory. | |
readonly ItemSlot[] | slots |
float | syncItemsDelay |
Properties | |
int | ExtraStackSize [get, set] |
virtual IEnumerable< Item > | AllItems [get] |
All items contained in the inventory. Stacked items are returned as individual instances. DO NOT modify the contents of the inventory while enumerating this list. | |
IEnumerable< Item > | AllItemsMod [get] |
All items contained in the inventory. Allows modifying the contents of the inventory while being enumerated. | |
int | Capacity [get] |
static bool | IsDragAndDropGiveAllowed [get] |
int | EmptySlotCount [get] |
Barotrauma.Inventory.Inventory | ( | Entity | owner, |
int | capacity, | ||
int | slotsPerRow = 5 ) |
bool Barotrauma.Inventory.CanBePut | ( | Item | item | ) |
Can the item be put in the inventory (i.e. is there a suitable free slot or a stack the item can be put in).
bool Barotrauma.Inventory.CanBePut | ( | ItemPrefab | itemPrefab, |
float? | condition = null, | ||
int? | quality = null ) |
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Can the item be put in the specified slot.
Reimplemented in Barotrauma.CharacterInventory, and Barotrauma.ItemInventory.
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Reimplemented in Barotrauma.CharacterInventory, and Barotrauma.ItemInventory.
bool Barotrauma.Inventory.Contains | ( | Item | item | ) |
Is the item contained in this inventory. Does not recursively check items inside items.
void Barotrauma.Inventory.CreateNetworkEvent | ( | ) |
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protectedvirtual |
Reimplemented in Barotrauma.CharacterInventory, and Barotrauma.ItemInventory.
void Barotrauma.Inventory.DeleteAllItems | ( | ) |
Deletes all items inside the inventory (and also recursively all items inside the items)
List< Item > Barotrauma.Inventory.FindAllItems | ( | Func< Item, bool > | predicate = null, |
bool | recursive = false, | ||
List< Item > | list = null ) |
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virtual |
Reimplemented in Barotrauma.ItemInventory.
int Barotrauma.Inventory.FindIndex | ( | Item | item | ) |
Find the index of the first slot the item is contained in.
List< int > Barotrauma.Inventory.FindIndices | ( | Item | item | ) |
Find the indices of all the slots the item is contained in (two-hand items for example can be in multiple slots). Note that this method instantiates a new list.
Item Barotrauma.Inventory.FindItemByIdentifier | ( | Identifier | identifier, |
bool | recursive = false ) |
Item Barotrauma.Inventory.FindItemByTag | ( | Identifier | tag, |
bool | recursive = false ) |
Item Barotrauma.Inventory.FirstOrDefault | ( | ) |
Return the first item in the inventory, or null if the inventory is empty.
void Barotrauma.Inventory.ForceRemoveFromSlot | ( | Item | item, |
int | index ) |
Removes an item from a specific slot. Doesn't do any sanity checks, use with caution!
void Barotrauma.Inventory.ForceToSlot | ( | Item | item, |
int | index ) |
Forces an item to a specific slot. Doesn't remove the item from existing slots/inventories or do any other sanity checks, use with caution!
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protected |
Item Barotrauma.Inventory.GetItemAt | ( | int | index | ) |
Get the item stored in the specified inventory slot. If the slot contains a stack of items, returns the first item in the stack.
IEnumerable< Item > Barotrauma.Inventory.GetItemsAt | ( | int | index | ) |
Get all the item stored in the specified inventory slot. Can return more than one item if the slot contains a stack of items.
int Barotrauma.Inventory.GetItemStackSlotIndex | ( | Item | item, |
int | index ) |
int Barotrauma.Inventory.HowManyCanBePut | ( | ItemPrefab | itemPrefab, |
float? | condition = null ) |
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Reimplemented in Barotrauma.ItemInventory.
bool Barotrauma.Inventory.IsEmpty | ( | ) |
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Is there room to put more items in the inventory. Doesn't take stacking into account by default.
takeStacksIntoAccount | If true, the inventory is not considered full if all the stacks are not full. |
Reimplemented in Barotrauma.ItemInventory.
bool Barotrauma.Inventory.IsInSlot | ( | Item | item, |
int | index ) |
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Returns true if the item owns any of the parent inventories.
Item Barotrauma.Inventory.LastOrDefault | ( | ) |
Return the last item in the inventory, or null if the inventory is empty.
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protectedvirtual |
Reimplemented in Barotrauma.CharacterInventory.
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Reimplemented in Barotrauma.CharacterInventory, and Barotrauma.ItemInventory.
void Barotrauma.Inventory.SharedRead | ( | IReadMessage | msg, |
List< ushort >[] | receivedItemIds, | ||
out bool | readyToApply ) |
void Barotrauma.Inventory.SharedWrite | ( | IWriteMessage | msg, |
Range | slotRange ) |
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If there is room, puts the item in the inventory and returns true, otherwise returns false.
Reimplemented in Barotrauma.CharacterInventory, and Barotrauma.ItemInventory.
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Reimplemented in Barotrauma.CharacterInventory, and Barotrauma.ItemInventory.
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bool Barotrauma.Inventory.AllowSwappingContainedItems = true |
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Capacity, or the number of slots in the inventory.
bool Barotrauma.Inventory.Locked |
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readonly Entity Barotrauma.Inventory.Owner |
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All items contained in the inventory. Stacked items are returned as individual instances. DO NOT modify the contents of the inventory while enumerating this list.
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All items contained in the inventory. Allows modifying the contents of the inventory while being enumerated.
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getset |
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