base class for inventories, inventories manages items and the slots they are equipped to
in addition to the simple unlimited ListedInventory a possible use cases could be a re4 style case where item stacks have a position and are limited
https://adventure.softleitner.com/manual/item
|
virtual void | Initialize (CharacterBase character) |
|
bool | HasItem (ItemBase item) |
| checks whether the item exists in the inventory, regardless of quantity(may be 0)
|
|
virtual bool | HasItemQuantity (ItemBase item, int quantity=1) |
|
IEnumerable< InventoryItem > | GetItems (ItemBase item) |
|
IEnumerable< InventoryItem > | GetItems (ItemCategory itemCategory=null, ItemSlotCategory itemSlotCategory=null) |
|
int | GetQuantity (ItemBase item) |
|
int | GetQuantity (ItemCategory itemCategory=null, ItemSlotCategory itemSlotCategory=null) |
|
bool | CanAddItems (ItemQuantity itemQuantity) |
|
InventoryItem | AddItems (ItemQuantity itemQuantity) |
|
bool | CanRemoveItems (ItemQuantity itemQuantity) |
|
ItemQuantity | RemoveItems (ItemQuantity itemQuantity) |
|
bool | CanRemoveItems (InventoryItem inventoryItem, int quantity=1) |
|
ItemQuantity | RemoveItems (InventoryItem inventoryItem, int quantity=1) |
|
bool | CanUseItems (InventoryItem inventoryItem, int quantity=1) |
|
void | UseItems (InventoryItem inventoryItem, int quantity=1) |
|
ItemSlotBase | GetSlot (ItemSlotCategory category, int index=0) |
|
ItemSlotBase | GetSlot (ItemBase item, int index=0) |
|
T | GetSlot< T > (int index=0) |
|