simple implementation of an unlimited inventory that simply stores everything in a list
https://adventure.softleitner.com/manual/item
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override void | Initialize (CharacterBase character) |
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override bool | HasItem (ItemBase item) |
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override IEnumerable< InventoryItem > | GetItems (ItemBase item) |
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override IEnumerable< InventoryItem > | GetItems (ItemCategory itemCategory=null, ItemSlotCategory itemSlotCategory=null) |
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override int | GetQuantity (ItemBase item) |
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override int | GetQuantity (ItemCategory itemCategory=null, ItemSlotCategory itemSlotCategory=null) |
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override bool | CanAddItems (ItemQuantity itemQuantity) |
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override InventoryItem | AddItems (ItemQuantity itemQuantity) |
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virtual InventoryItem | AddItems (ItemQuantity itemQuantity, bool applyCapacities) |
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override bool | CanRemoveItems (ItemQuantity itemQuantity) |
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override ItemQuantity | RemoveItems (ItemQuantity itemQuantity) |
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override bool | CanRemoveItems (InventoryItem inventoryItem, int quantity=1) |
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override ItemQuantity | RemoveItems (InventoryItem inventoryItem, int quantity=1) |
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override bool | CanUseItems (InventoryItem inventoryItem, int quantity=1) |
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override void | UseItems (InventoryItem inventoryItem, int quantity=1) |
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override ItemSlotBase | GetSlot (ItemSlotCategory category, int index=0) |
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override ItemSlotBase | GetSlot (ItemBase item, int index=0) |
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override T | GetSlot< T > (int index=0) |
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int | GetCapacity (ItemBase item) |
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int | GetRemainingCapacity (ItemBase item) |
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ListedInventoryData | GetData () |
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void | Persist () |
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bool | HasItem (ItemBase item) |
| checks whether the item exists in the inventory, regardless of quantity(may be 0)
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virtual bool | HasItemQuantity (ItemBase item, int quantity=1) |
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IEnumerable< InventoryItem > | GetItems (ItemBase item) |
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IEnumerable< InventoryItem > | GetItems (ItemCategory itemCategory=null, ItemSlotCategory itemSlotCategory=null) |
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int | GetQuantity (ItemBase item) |
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int | GetQuantity (ItemCategory itemCategory=null, ItemSlotCategory itemSlotCategory=null) |
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bool | CanAddItems (ItemQuantity itemQuantity) |
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InventoryItem | AddItems (ItemQuantity itemQuantity) |
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bool | CanRemoveItems (ItemQuantity itemQuantity) |
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ItemQuantity | RemoveItems (ItemQuantity itemQuantity) |
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bool | CanRemoveItems (InventoryItem inventoryItem, int quantity=1) |
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ItemQuantity | RemoveItems (InventoryItem inventoryItem, int quantity=1) |
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bool | CanUseItems (InventoryItem inventoryItem, int quantity=1) |
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void | UseItems (InventoryItem inventoryItem, int quantity=1) |
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ItemSlotBase | GetSlot (ItemSlotCategory category, int index=0) |
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ItemSlotBase | GetSlot (ItemBase item, int index=0) |
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T | GetSlot< T > (int index=0) |
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