Barotrauma Client Doc
Barotrauma.Inventory Member List

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

AllItemsBarotrauma.Inventory
AllItemsModBarotrauma.Inventory
AllowSwappingContainedItemsBarotrauma.Inventory
ApplyReceivedState()Barotrauma.Inventory
BackgroundFrameBarotrauma.Inventory
CalculateBackgroundFrame()Barotrauma.Inventoryprotectedvirtual
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.Inventoryvirtual
CanBePutInSlot(ItemPrefab itemPrefab, int i, float? condition=null, int? quality=null)Barotrauma.Inventoryvirtual
CapacityBarotrauma.Inventory
capacityBarotrauma.Inventoryprotected
ClearSubInventories()Barotrauma.Inventory
ClientEventRead(IReadMessage msg)Barotrauma.Inventory
ContainedIndicatorHeightBarotrauma.Inventorystatic
Contains(Item item)Barotrauma.Inventory
ControlInput(Camera cam)Barotrauma.Inventoryprotectedvirtual
CreateNetworkEvent()Barotrauma.Inventory
CreateNetworkEvent(Range slotRange)Barotrauma.Inventoryprotectedvirtual
CreateSlots()Barotrauma.Inventoryvirtual
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
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
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
FirstOrDefault()Barotrauma.Inventory
ForceRemoveFromSlot(Item item, int index)Barotrauma.Inventory
ForceToSlot(Item item, int index)Barotrauma.Inventory
GetActiveEquippedSubInventory(int slotIndex)Barotrauma.Inventoryprotectedvirtual
GetAllItems(bool checkForDuplicates)Barotrauma.Inventoryprotected
GetInventoryMouseCursor()Barotrauma.Inventorystatic
GetItemAt(int index)Barotrauma.Inventory
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.Inventoryvirtual
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
IsEmpty()Barotrauma.Inventory
IsFull(bool takeStacksIntoAccount=false)Barotrauma.Inventoryvirtual
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
LockedBarotrauma.Inventory
MaxItemsPerNetworkEventBarotrauma.Inventorystatic
MaxPossibleStackSizeBarotrauma.Inventorystatic
Movable()Barotrauma.Inventory
OpenStateBarotrauma.Inventory
OwnerBarotrauma.Inventory
paddingBarotrauma.Inventoryprotected
prevHUDScaleBarotrauma.Inventoryprotected
prevScreenResolutionBarotrauma.Inventoryprotected
prevUIScaleBarotrauma.Inventoryprotected
PutItem(Item item, int i, Character user, bool removeItem=true, bool createNetworkEvent=true)Barotrauma.Inventoryprotectedvirtual
RectTransformBarotrauma.Inventory
RefreshMouseOnInventory()Barotrauma.Inventorystatic
RemoveItem(Item item)Barotrauma.Inventoryvirtual
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
slotsBarotrauma.Inventoryprotected
SlotsPerRowBarotrauma.Inventory
SlotSpriteSmallBarotrauma.Inventorystatic
syncItemsDelayBarotrauma.Inventoryprotected
TryPutItem(Item item, Character user, IEnumerable< InvSlotType > allowedSlots=null, bool createNetworkEvent=true, bool ignoreCondition=false)Barotrauma.Inventoryvirtual
TryPutItem(Item item, int i, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent=true, bool ignoreCondition=false)Barotrauma.Inventoryvirtual
TrySwapping(int index, Item item, Character user, bool createNetworkEvent, bool swapWholeStack)Barotrauma.Inventoryprotected
UIScaleBarotrauma.Inventorystatic
UnequippedIndicatorBarotrauma.Inventorystatic
Update(float deltaTime, Camera cam, bool subInventory=false)Barotrauma.Inventoryvirtual
UpdateDragging()Barotrauma.Inventorystatic
UpdateSlot(VisualSlot slot, int slotIndex, Item item, bool isSubSlot)Barotrauma.Inventoryprotected
UpdateSubInventory(float deltaTime, int slotIndex, Camera cam)Barotrauma.Inventory
visualSlotsBarotrauma.Inventory