Barotrauma Client Doc
Barotrauma.CharacterInventory Member List

This is the complete list of members for Barotrauma.CharacterInventory, including all inherited members.

AccessibleByOwnerBarotrauma.CharacterInventory
AccessibleWhenAliveBarotrauma.CharacterInventory
AllItemsBarotrauma.Inventory
AllItemsModBarotrauma.Inventory
AllowSwappingContainedItemsBarotrauma.Inventory
AnySlotBarotrauma.CharacterInventorystatic
ApplyReceivedState()Barotrauma.Inventory
AssignQuickUseNumKeys()Barotrauma.CharacterInventory
BackgroundFrameBarotrauma.Inventory
CalculateBackgroundFrame()Barotrauma.CharacterInventoryprotectedvirtual
CanBeAutoMovedToCorrectSlots(Item item)Barotrauma.CharacterInventory
CanBePut(Item item)Barotrauma.Inventory
CanBePut(ItemPrefab itemPrefab, float? condition=null, int? quality=null)Barotrauma.Inventory
CanBePutInSlot(Item item, int i, bool ignoreCondition=false)Barotrauma.CharacterInventoryvirtual
CanBePutInSlot(ItemPrefab itemPrefab, int i, float? condition, int? quality=null)Barotrauma.CharacterInventoryvirtual
capacityBarotrauma.Inventoryprotected
CapacityBarotrauma.Inventory
CharacterInventory(ContentXElement element, Character character, bool spawnInitialItems)Barotrauma.CharacterInventory
ClearSubInventories()Barotrauma.Inventory
ClientEventRead(IReadMessage msg)Barotrauma.Inventory
ClientEventWrite(IWriteMessage msg, Character.InventoryStateEventData extraData)Barotrauma.CharacterInventory
ContainedIndicatorHeightBarotrauma.Inventorystatic
Contains(Item item)Barotrauma.Inventory
ControlInput(Camera cam)Barotrauma.CharacterInventoryprotectedvirtual
CreateNetworkEvent(Range slotRange)Barotrauma.CharacterInventoryprotectedvirtual
Barotrauma::Inventory.CreateNetworkEvent()Barotrauma.Inventory
CreateSlots()Barotrauma.CharacterInventoryvirtual
CurrentLayoutBarotrauma.CharacterInventory
DeleteAllItems()Barotrauma.Inventory
doubleClickedItemsBarotrauma.Inventorystatic
DraggableIndicatorBarotrauma.Inventorystatic
DraggingInventoryBarotrauma.Inventorystatic
DraggingItemsBarotrauma.Inventorystatic
DraggingItemToWorldBarotrauma.Inventorystatic
DraggingSlotBarotrauma.Inventorystatic
Draw(SpriteBatch spriteBatch, bool subInventory=false)Barotrauma.Inventoryvirtual
DrawFront(SpriteBatch spriteBatch)Barotrauma.Inventorystatic
DrawOwn(SpriteBatch spriteBatch)Barotrauma.CharacterInventory
DrawSlot(SpriteBatch spriteBatch, Inventory inventory, VisualSlot slot, Item item, int slotIndex, bool drawItem=true, InvSlotType type=InvSlotType.Any)Barotrauma.Inventorystatic
DrawSubInventory(SpriteBatch spriteBatch, int slotIndex)Barotrauma.Inventory
DrawToolTip(SpriteBatch spriteBatch, RichString toolTip, Rectangle highlightedSlot)Barotrauma.Inventoryprotectedstatic
DrawWhenEquippedBarotrauma.Inventory
EmptySlotCountBarotrauma.Inventory
ExtraStackSizeBarotrauma.Inventory
FindAllItems(Func< Item, bool > predicate=null, bool recursive=false, List< Item > list=null)Barotrauma.Inventory
FindAllowedSlot(Item item, bool ignoreCondition=false)Barotrauma.Inventoryvirtual
FindEquippedItemByTag(Identifier tag)Barotrauma.CharacterInventory
FindIndex(Item item)Barotrauma.Inventory
FindIndices(Item item)Barotrauma.Inventory
FindItem(Func< Item, bool > predicate, bool recursive)Barotrauma.Inventory
FindItemByIdentifier(Identifier identifier, bool recursive=false)Barotrauma.Inventory
FindItemByTag(Identifier tag, bool recursive=false)Barotrauma.Inventory
FindLimbSlot(InvSlotType limbSlot)Barotrauma.CharacterInventory
FirstOrDefault()Barotrauma.Inventory
FlashAllowedSlots(Item item, Color color)Barotrauma.CharacterInventory
ForceRemoveFromSlot(Item item, int index)Barotrauma.Inventory
ForceToSlot(Item item, int index)Barotrauma.Inventory
GetActiveEquippedSubInventory(int slotIndex)Barotrauma.CharacterInventoryprotectedvirtual
GetAllItems(bool checkForDuplicates)Barotrauma.Inventoryprotected
GetInventoryMouseCursor()Barotrauma.Inventorystatic
GetItemAt(int index)Barotrauma.Inventory
GetItemInLimbSlot(InvSlotType limbSlot)Barotrauma.CharacterInventory
GetItemsAt(int index)Barotrauma.Inventory
GetItemStackSlotIndex(Item item, int index)Barotrauma.Inventory
GetReplacementOrThiS()Barotrauma.Inventory
GetSubInventory(int slotIndex)Barotrauma.Inventoryprotected
GetSubInventoryHoverArea(SlotReference subSlot)Barotrauma.Inventoryprotectedstatic
HideSlot(int i)Barotrauma.CharacterInventoryvirtual
HideTimerBarotrauma.Inventory
highlightedSubInventorySlotsBarotrauma.Inventoryprotectedstatic
HowManyCanBePut(ItemPrefab itemPrefab, float? condition=null)Barotrauma.Inventory
HowManyCanBePut(ItemPrefab itemPrefab, int i, float? condition, bool ignoreItemsInSlot=false)Barotrauma.Inventoryvirtual
Inventory(Entity owner, int capacity, int slotsPerRow=5)Barotrauma.Inventory
IsAnySlotAvailable(Item item)Barotrauma.CharacterInventory
IsEmpty()Barotrauma.Inventory
IsEquippedBarotrauma.CharacterInventoryprotected
IsFull(bool takeStacksIntoAccount=false)Barotrauma.Inventoryvirtual
IsHandSlotType(InvSlotType s)Barotrauma.CharacterInventorystatic
IsInLimbSlot(Item item, InvSlotType limbSlot)Barotrauma.CharacterInventory
IsInSlot(Item item, int index)Barotrauma.Inventory
IsInventoryHoverAvailable(Character owner, ItemContainer container)Barotrauma.Inventory
IsMouseOnInventoryBarotrauma.Inventorystatic
IsMouseOnSlot(VisualSlot slot)Barotrauma.Inventorystatic
ItemOwnsSelf(Item item)Barotrauma.Inventoryvirtual
LastOrDefault()Barotrauma.Inventory
Layout enum nameBarotrauma.CharacterInventory
LimbSlotIconsBarotrauma.CharacterInventorystatic
LockedBarotrauma.Inventory
MaxItemsPerNetworkEventBarotrauma.Inventorystatic
MaxPossibleStackSizeBarotrauma.Inventorystatic
Movable()Barotrauma.Inventory
OpenStateBarotrauma.Inventory
OwnerBarotrauma.Inventory
paddingBarotrauma.Inventoryprotected
PersonalSlotsBarotrauma.CharacterInventorystatic
prevHUDScaleBarotrauma.Inventoryprotected
prevScreenResolutionBarotrauma.Inventoryprotected
prevUIScaleBarotrauma.Inventoryprotected
PutItem(Item item, int i, Character user, bool removeItem=true, bool createNetworkEvent=true)Barotrauma.CharacterInventoryprotectedvirtual
RectTransformBarotrauma.Inventory
RefreshMouseOnInventory()Barotrauma.Inventorystatic
RefreshSlotPositions()Barotrauma.CharacterInventory
RemoveItem(Item item)Barotrauma.CharacterInventoryvirtual
RemoveItem(Item item, bool tryEquipFromSameStack)Barotrauma.CharacterInventory
ReplacedByBarotrauma.Inventory
SelectedSlotBarotrauma.Inventorystatic
selectedSlotBarotrauma.Inventoryprotectedstatic
SharedRead(IReadMessage msg, List< ushort >[] receivedItemIds, out bool readyToApply)Barotrauma.Inventory
SharedWrite(IWriteMessage msg, Range slotRange)Barotrauma.Inventory
slotHotkeySpriteBarotrauma.Inventoryprotectedstatic
SlotPositionsBarotrauma.CharacterInventory
slotsBarotrauma.Inventoryprotected
SlotSizeBarotrauma.CharacterInventorystatic
SlotsPerRowBarotrauma.Inventory
SlotSpriteSmallBarotrauma.Inventorystatic
SlotTypesBarotrauma.CharacterInventory
syncItemsDelayBarotrauma.Inventoryprotected
TryPutItem(Item item, Character user, IEnumerable< InvSlotType > allowedSlots=null, bool createNetworkEvent=true, bool ignoreCondition=false)Barotrauma.CharacterInventoryvirtual
TryPutItem(Item item, int index, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent=true, bool ignoreCondition=false)Barotrauma.CharacterInventoryvirtual
TryPutItemWithAutoEquipCheck(Item item, Character user, IEnumerable< InvSlotType > allowedSlots=null, bool createNetworkEvent=true)Barotrauma.CharacterInventory
TrySwapping(int index, Item item, Character user, bool createNetworkEvent, bool swapWholeStack)Barotrauma.Inventoryprotected
UIScaleBarotrauma.Inventorystatic
UnequippedIndicatorBarotrauma.Inventorystatic
Update(float deltaTime, Camera cam, bool isSubInventory=false)Barotrauma.CharacterInventoryvirtual
UpdateDragging()Barotrauma.Inventorystatic
UpdateSlot(VisualSlot slot, int slotIndex, Item item, bool isSubSlot)Barotrauma.Inventoryprotected
UpdateSlotInput()Barotrauma.CharacterInventory
UpdateSubInventory(float deltaTime, int slotIndex, Camera cam)Barotrauma.Inventory
visualSlotsBarotrauma.Inventory