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Barotrauma Client Doc
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Public Types | |
| enum class | Layout { Default , Left , Right , Center } |
Public Member Functions | |
| CharacterInventory (ContentXElement element, Character character, bool spawnInitialItems) | |
| Item | FindEquippedItemByTag (Identifier tag) |
| int | FindLimbSlot (InvSlotType limbSlot) |
| Item | GetItemInLimbSlot (InvSlotType limbSlot) |
| bool | IsInLimbSlot (Item item, InvSlotType limbSlot) |
| override bool | CanBePutInSlot (Item item, int i, bool ignoreCondition=false) |
| Can the item be put in the specified slot. More... | |
| override bool | CanBePutInSlot (ItemPrefab itemPrefab, int i, float? condition, int? quality=null) |
| override void | RemoveItem (Item item) |
| void | RemoveItem (Item item, bool tryEquipFromSameStack) |
| bool | TryPutItemWithAutoEquipCheck (Item item, Character user, IEnumerable< InvSlotType > allowedSlots=null, bool createNetworkEvent=true) |
| If there is no room in the generic inventory (InvSlotType.Any), check if the item can be auto-equipped into its respective limbslot More... | |
| override 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 More... | |
| bool | IsAnySlotAvailable (Item item) |
| override bool | TryPutItem (Item item, int index, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent=true, bool ignoreCondition=false) |
| override void | CreateSlots () |
| override bool | HideSlot (int i) |
| void | RefreshSlotPositions () |
| override void | Update (float deltaTime, Camera cam, bool isSubInventory=false) |
| void | UpdateSlotInput () |
| void | AssignQuickUseNumKeys () |
| bool | CanBeAutoMovedToCorrectSlots (Item item) |
| void | FlashAllowedSlots (Item item, Color color) |
| Flash the slots the item is allowed to go in (not taking into account whether there's already something in those slots) More... | |
| void | DrawOwn (SpriteBatch spriteBatch) |
| void | ClientEventWrite (IWriteMessage msg, Character.InventoryStateEventData extraData) |
Public Member Functions inherited from Barotrauma.Inventory | |
| 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. More... | |
| Item | FirstOrDefault () |
| Return the first item in the inventory, or null if the inventory is empty. More... | |
| Item | LastOrDefault () |
| Return the last item in the inventory, or null if the inventory is empty. More... | |
| 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. More... | |
| 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. More... | |
| int | GetItemStackSlotIndex (Item item, int index) |
| int | FindIndex (Item item) |
| Find the index of the first slot the item is contained in. More... | |
| 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. More... | |
| virtual bool | ItemOwnsSelf (Item item) |
| Returns true if the item owns any of the parent inventories. More... | |
| 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). More... | |
| bool | CanBePut (ItemPrefab itemPrefab, 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) |
| 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. More... | |
| 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) |
| 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! More... | |
| void | ForceRemoveFromSlot (Item item, int index) |
| Removes an item from a specific slot. Doesn't do any sanity checks, use with caution! More... | |
| 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) More... | |
| Inventory | GetReplacementOrThiS () |
| bool | Movable () |
| bool | IsInventoryHoverAvailable (Character owner, ItemContainer container) |
| void | UpdateSubInventory (float deltaTime, int slotIndex, Camera cam) |
| void | ClearSubInventories () |
| virtual void | Draw (SpriteBatch spriteBatch, bool subInventory=false) |
| void | DrawSubInventory (SpriteBatch spriteBatch, int slotIndex) |
| void | ClientEventRead (IReadMessage msg) |
| void | ApplyReceivedState () |
Static Public Member Functions | |
| static bool | IsHandSlotType (InvSlotType s) |
Static Public Member Functions inherited from Barotrauma.Inventory | |
| static bool | IsMouseOnSlot (VisualSlot slot) |
| Check if the mouse is hovering on top of the slot More... | |
| static void | RefreshMouseOnInventory () |
| Refresh the value of IsMouseOnInventory More... | |
| static CursorState | GetInventoryMouseCursor () |
| static void | UpdateDragging () |
| static void | DrawFront (SpriteBatch spriteBatch) |
| static void | DrawSlot (SpriteBatch spriteBatch, Inventory inventory, VisualSlot slot, Item item, int slotIndex, bool drawItem=true, InvSlotType type=InvSlotType.Any) |
Public Attributes | |
| Vector2[] | SlotPositions |
Public Attributes inherited from Barotrauma.Inventory | |
| readonly Entity | Owner |
| bool | Locked |
| bool | AllowSwappingContainedItems = true |
| Inventory | ReplacedBy |
| float | HideTimer |
| VisualSlot[] | visualSlots |
| RectTransform | RectTransform |
| If set, the inventory is automatically positioned inside the rect More... | |
| bool | DrawWhenEquipped |
| Normally false - we don't draw the UI because it's drawn when the player hovers the cursor over the item in their inventory. Enabled in special cases like equippable fabricators where the inventory is a part of the fabricator UI. More... | |
| float | OpenState |
Static Public Attributes | |
| static readonly List< InvSlotType > | AnySlot = new List<InvSlotType>() { InvSlotType.Any } |
| const InvSlotType | PersonalSlots = InvSlotType.Card | InvSlotType.Bag | InvSlotType.Headset | InvSlotType.InnerClothes | InvSlotType.OuterClothes | InvSlotType.Head |
| static Point | SlotSize |
Static Public Attributes inherited from Barotrauma.Inventory | |
| const int | MaxPossibleStackSize = (1 << 6) - 1 |
| const int | MaxItemsPerNetworkEvent = 128 |
| static Sprite | DraggableIndicator |
| static Sprite | UnequippedIndicator |
| static Inventory | DraggingInventory |
| static VisualSlot | DraggingSlot |
| static readonly List< Item > | DraggingItems = new List<Item>() |
| static readonly List< Item > | doubleClickedItems = new List<Item>() |
Protected Member Functions | |
| override void | PutItem (Item item, int i, Character user, bool removeItem=true, bool createNetworkEvent=true) |
| override void | CreateNetworkEvent (Range slotRange) |
| override ItemInventory | GetActiveEquippedSubInventory (int slotIndex) |
| override void | CalculateBackgroundFrame () |
| override void | ControlInput (Camera cam) |
Protected Member Functions inherited from Barotrauma.Inventory | |
| IEnumerable< Item > | GetAllItems (bool checkForDuplicates) |
| bool | TrySwapping (int index, Item item, Character user, bool createNetworkEvent, bool swapWholeStack) |
| void | UpdateSlot (VisualSlot slot, int slotIndex, Item item, bool isSubSlot) |
| Inventory | GetSubInventory (int slotIndex) |
Protected Attributes | |
| bool[] | IsEquipped |
Protected Attributes inherited from Barotrauma.Inventory | |
| readonly int | capacity |
| readonly ItemSlot[] | slots |
| float | syncItemsDelay |
| float | prevUIScale = UIScale |
| float | prevHUDScale = GUI.Scale |
| Point | prevScreenResolution |
| Vector4 | padding |
Properties | |
| InvSlotType[] | SlotTypes [get] |
| bool | AccessibleWhenAlive [get] |
| Can the inventory be accessed when the character is still alive More... | |
| bool | AccessibleByOwner [get] |
| Can the inventory be accessed by the character itself when the character is still alive (only has an effect if AccessibleWhenAlive false) More... | |
| static Dictionary< InvSlotType, Sprite >? | LimbSlotIcons [get] |
| Layout | CurrentLayout [get, set] |
Properties inherited from Barotrauma.Inventory | |
| 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. More... | |
| IEnumerable< Item > | AllItemsMod [get] |
| All items contained in the inventory. Allows modifying the contents of the inventory while being enumerated. More... | |
| int | Capacity [get] |
| int | EmptySlotCount [get] |
| static float | UIScale [get] |
| static int | ContainedIndicatorHeight [get] |
| static Sprite | SlotSpriteSmall [get] |
| Rectangle | BackgroundFrame [get, protected set] |
| static bool | DraggingItemToWorld [get] |
| int | SlotsPerRow [set] |
| static SlotReference?? | SelectedSlot [get] |
| static bool | IsMouseOnInventory [get] |
Additional Inherited Members | |
Static Protected Member Functions inherited from Barotrauma.Inventory | |
| static void | DrawToolTip (SpriteBatch spriteBatch, RichString toolTip, Rectangle highlightedSlot) |
| static Rectangle | GetSubInventoryHoverArea (SlotReference subSlot) |
Static Protected Attributes inherited from Barotrauma.Inventory | |
| static Sprite | slotHotkeySprite |
| static HashSet< SlotReference > | highlightedSubInventorySlots = new HashSet<SlotReference>() |
| static SlotReference | selectedSlot |
Definition at line 16 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.
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| Enumerator | |
|---|---|
| Default | |
| Left | |
| Right | |
| Center | |
Definition at line 16 of file BarotraumaClient/ClientSource/Items/CharacterInventory.cs.
| Barotrauma.CharacterInventory.CharacterInventory | ( | ContentXElement | element, |
| Character | character, | ||
| bool | spawnInitialItems | ||
| ) |
Definition at line 57 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.
| void Barotrauma.CharacterInventory.AssignQuickUseNumKeys | ( | ) |
Definition at line 747 of file BarotraumaClient/ClientSource/Items/CharacterInventory.cs.
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Reimplemented from Barotrauma.Inventory.
Definition at line 178 of file BarotraumaClient/ClientSource/Items/CharacterInventory.cs.
| bool Barotrauma.CharacterInventory.CanBeAutoMovedToCorrectSlots | ( | Item | item | ) |
Definition at line 1084 of file BarotraumaClient/ClientSource/Items/CharacterInventory.cs.
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Can the item be put in the specified slot.
Reimplemented from Barotrauma.Inventory.
Definition at line 206 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.
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Reimplemented from Barotrauma.Inventory.
Definition at line 213 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.
| void Barotrauma.CharacterInventory.ClientEventWrite | ( | IWriteMessage | msg, |
| Character.InventoryStateEventData | extraData | ||
| ) |
Definition at line 1247 of file BarotraumaClient/ClientSource/Items/CharacterInventory.cs.
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protectedvirtual |
Reimplemented from Barotrauma.Inventory.
Definition at line 451 of file BarotraumaClient/ClientSource/Items/CharacterInventory.cs.
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Reimplemented from Barotrauma.Inventory.
Definition at line 551 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.
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Reimplemented from Barotrauma.Inventory.
Definition at line 115 of file BarotraumaClient/ClientSource/Items/CharacterInventory.cs.
| void Barotrauma.CharacterInventory.DrawOwn | ( | SpriteBatch | spriteBatch | ) |
Definition at line 1124 of file BarotraumaClient/ClientSource/Items/CharacterInventory.cs.
| Item Barotrauma.CharacterInventory.FindEquippedItemByTag | ( | Identifier | tag | ) |
Definition at line 154 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.
| int Barotrauma.CharacterInventory.FindLimbSlot | ( | InvSlotType | limbSlot | ) |
Definition at line 167 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.
| void Barotrauma.CharacterInventory.FlashAllowedSlots | ( | Item | item, |
| Color | color | ||
| ) |
Flash the slots the item is allowed to go in (not taking into account whether there's already something in those slots)
Definition at line 1102 of file BarotraumaClient/ClientSource/Items/CharacterInventory.cs.
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protectedvirtual |
Reimplemented from Barotrauma.Inventory.
Definition at line 102 of file BarotraumaClient/ClientSource/Items/CharacterInventory.cs.
| Item Barotrauma.CharacterInventory.GetItemInLimbSlot | ( | InvSlotType | limbSlot | ) |
Definition at line 176 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.
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Reimplemented from Barotrauma.Inventory.
Definition at line 196 of file BarotraumaClient/ClientSource/Items/CharacterInventory.cs.
| bool Barotrauma.CharacterInventory.IsAnySlotAvailable | ( | Item | item | ) |
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| bool Barotrauma.CharacterInventory.IsInLimbSlot | ( | Item | item, |
| InvSlotType | limbSlot | ||
| ) |
Definition at line 186 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.
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protectedvirtual |
Reimplemented from Barotrauma.Inventory.
Definition at line 533 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.
| void Barotrauma.CharacterInventory.RefreshSlotPositions | ( | ) |
Definition at line 252 of file BarotraumaClient/ClientSource/Items/CharacterInventory.cs.
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Reimplemented from Barotrauma.Inventory.
Definition at line 220 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.
| void Barotrauma.CharacterInventory.RemoveItem | ( | Item | item, |
| bool | tryEquipFromSameStack | ||
| ) |
Definition at line 225 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.
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If there is room, puts the item in the inventory and returns true, otherwise returns false
Reimplemented from Barotrauma.Inventory.
Definition at line 325 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.
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Reimplemented from Barotrauma.Inventory.
Definition at line 485 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.
| bool Barotrauma.CharacterInventory.TryPutItemWithAutoEquipCheck | ( | Item | item, |
| Character | user, | ||
| IEnumerable< InvSlotType > | allowedSlots = null, |
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| bool | createNetworkEvent = true |
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| ) |
If there is no room in the generic inventory (InvSlotType.Any), check if the item can be auto-equipped into its respective limbslot
Definition at line 266 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.
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Reimplemented from Barotrauma.Inventory.
Definition at line 464 of file BarotraumaClient/ClientSource/Items/CharacterInventory.cs.
| void Barotrauma.CharacterInventory.UpdateSlotInput | ( | ) |
Definition at line 654 of file BarotraumaClient/ClientSource/Items/CharacterInventory.cs.
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Definition at line 27 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.
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Definition at line 31 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.
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Definition at line 74 of file BarotraumaClient/ClientSource/Items/CharacterInventory.cs.
| Vector2 [] Barotrauma.CharacterInventory.SlotPositions |
Definition at line 78 of file BarotraumaClient/ClientSource/Items/CharacterInventory.cs.
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Definition at line 79 of file BarotraumaClient/ClientSource/Items/CharacterInventory.cs.
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Can the inventory be accessed by the character itself when the character is still alive (only has an effect if AccessibleWhenAlive false)
Definition at line 45 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.
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Can the inventory be accessed when the character is still alive
Definition at line 36 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.
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Definition at line 82 of file BarotraumaClient/ClientSource/Items/CharacterInventory.cs.
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Definition at line 39 of file BarotraumaClient/ClientSource/Items/CharacterInventory.cs.
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Definition at line 20 of file BarotraumaShared/SharedSource/Items/CharacterInventory.cs.