inventory implementation that stores items in a limited tiled grid
https://adventure.softleitner.com/manual/item
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Vector2Int | Clamp (Vector2Int position) |
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Vector2Int | Clamp (Vector2Int position, Vector2Int size, bool rotated) |
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bool | CanMove (TiledInventoryItem item, Vector2Int position, bool rotated) |
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void | Move (TiledInventoryItem item, Vector2Int position, bool rotated) |
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bool | CanRotate (TiledInventoryItem item) |
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void | Rotate (TiledInventoryItem item) |
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void | CanResize (TiledInventoryItem item, Vector2Int size) |
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void | Resize (TiledInventoryItem item, Vector2Int size) |
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bool | CanSort () |
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bool | Sort () |
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| override bool | CanAddItems (ItemQuantity itemQuantity, bool fully=true) |
| | whether an item quantity can be added to the inventory
may be false when the quantity exceeds the capacity
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| override bool | CanRemoveItems (ItemQuantity itemQuantity, bool fully=true) |
| | whether a quantity of items is present and can be removed
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override bool | Retrieve () |
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override void | Persist () |
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virtual TiledInventoryData | GetData () |
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| virtual void | Initialize (CharacterBase character) |
| | initializes the inventory including retrieving persisted data
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| virtual bool | HasItem (ItemBase item) |
| | checks whether the item exists in the inventory, regardless of quantity(may be 0 for stacked items to indicate they have been added at some point)
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| virtual bool | HasItemQuantity (ItemBase item, int quantity=1) |
| | checks if the inventory has at least the passed quantity of an item
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| virtual InventoryItem | GetItem (ItemBase item) |
| | retrieves the first inventory item for a specified item
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| virtual IEnumerable< InventoryItem > | GetItems (ItemBase item) |
| | retrieves all inventory items for a specified item
multiple entries may be resturned for items that dont stack-
or when the inventory has a maximum stack size
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| virtual IEnumerable< InventoryItem > | GetItems (ItemCategory itemCategory=null, ItemSlotCategory itemSlotCategory=null) |
| | retrieves all inventory items for a specific category or slot
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| virtual int | GetQuantity (ItemBase item) |
| | calculates the total stored quantity of an item
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| virtual int | GetQuantity (ItemCategory itemCategory=null, ItemSlotCategory itemSlotCategory=null) |
| | calculates the total stored quantity of items filtered by an item category and/or slot
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| virtual int | AddItems (ItemQuantity itemQuantity) |
| | adds a quantity of an item to the inventory
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| virtual int | RemoveItems (ItemQuantity itemQuantity) |
| | removes a quantity of items
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| virtual bool | CanRemoveItems (InventoryItem inventoryItem, int quantity=1, bool fully=true) |
| | whether a quantity of items is present and can be removed from an inventory item
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| virtual int | RemoveItems (InventoryItem inventoryItem, int quantity=1) |
| | removes specified quantity from the inventory item
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| virtual void | Clear () |
| | unequips and removes all items from the inventory
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| virtual bool | CanUseItems (InventoryItem inventoryItem, int quantity=1) |
| | check if a quantity of an inventory item can be used
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| virtual void | UseItems (InventoryItem inventoryItem, int quantity=1) |
| | uses a quantity of an inventory item can be used
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| virtual bool | CanEquipItems (InventoryItem inventoryItem, int? index=null) |
| | checks if an inventory item can be equipped
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| virtual ItemSlotBase | EquipItems (InventoryItem inventoryItem, int? index=null) |
| | equipps an inventory item to a slot
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| virtual bool | CanUnequipItems (InventoryItem inventoryItem) |
| | checks if an inventory item can be unequipped
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| virtual ItemSlotBase | UnequipItems (InventoryItem inventoryItem) |
| | unequips an inventory item
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void | SetItemStringValue (InventoryItem inventoryItem, string key, string value) |
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string | GetItemStringValue (InventoryItem inventoryItem, string key, string defaultValue) |
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void | SetItemIntValue (InventoryItem inventoryItem, string key, int value) |
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int | GetItemIntValue (InventoryItem inventoryItem, string key, int defaultValue) |
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void | SetItemFloatValue (InventoryItem inventoryItem, string key, float value) |
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float | GetItemFloatValue (InventoryItem inventoryItem, string key, float defaultValue) |
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void | SetItemBoolValue (InventoryItem inventoryItem, string key, bool value) |
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bool | GetItemBoolValue (InventoryItem inventoryItem, string key, bool defaultValue) |
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virtual bool | CheckItemValue (InventoryItem inventoryItem, string key) |
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virtual void | SetItemValue< T > (InventoryItem inventoryItem, string key, T value) |
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virtual T | GetItemValue< T > (InventoryItem inventoryItem, string key, T defaultValue) |
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| virtual ItemSlotBase | GetSlot (ItemSlotCategory category, int? index=0) |
| | retrieves an item slot by its category
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| virtual ItemSlotBase | GetSlot (ItemBase item, int? index=0) |
| | retrieves an item slot for the passed item
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| virtual T | GetSlot< T > (int? index=0) |
| | retrieves an item slot by its type
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| virtual ItemSlotBase | GetEmptySlot (ItemSlotCategory category, int? index=null) |
| | retrieves an empty item slot by its category
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| virtual ItemSlotBase | GetEmptySlot (ItemBase item, int? index=null) |
| | retrieves an empty item slot for the passed item
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| virtual T | GetEmptySlot< T > (int? index=null) |
| | retrieves an empty item slot by its type
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virtual int | GetCapacity (ItemBase item) |
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virtual int | GetRemainingCapacity (ItemBase item) |
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| bool | Retrieve () |
| | fills inventory with data retrieved from persister
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void | Persist () |
| | saves inventory data to persister
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