Barotrauma Client Doc
Barotrauma.Inventory Class Reference
Inheritance diagram for Barotrauma.Inventory:
Barotrauma.CharacterInventory Barotrauma.CharacterInventory Barotrauma.ItemInventory Barotrauma.ItemInventory

Classes

class  ItemSlot
 
class  SlotReference
 

Public Member Functions

 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< ItemGetItemsAt (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...
 
virtual bool CanBePutInSlot (Item item, int i, bool ignoreCondition=false)
 Can the item be put in the specified slot. More...
 
bool CanBePut (ItemPrefab itemPrefab, float? condition=null, int? quality=null)
 
virtual bool CanBePutInSlot (ItemPrefab itemPrefab, int i, 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)
 
virtual 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...
 
virtual bool TryPutItem (Item item, int i, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent=true, bool ignoreCondition=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< ItemFindAllItems (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)
 
virtual void RemoveItem (Item item)
 
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 ()
 
virtual void CreateSlots ()
 
bool Movable ()
 
bool IsInventoryHoverAvailable (Character owner, ItemContainer container)
 
virtual bool HideSlot (int i)
 
virtual void Update (float deltaTime, Camera cam, bool subInventory=false)
 
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 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

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

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< ItemDraggingItems = new List<Item>()
 
static readonly List< ItemdoubleClickedItems = new List<Item>()
 

Protected Member Functions

IEnumerable< ItemGetAllItems (bool checkForDuplicates)
 
virtual void PutItem (Item item, int i, Character user, bool removeItem=true, bool createNetworkEvent=true)
 
bool TrySwapping (int index, Item item, Character user, bool createNetworkEvent, bool swapWholeStack)
 
virtual void CreateNetworkEvent (Range slotRange)
 
virtual void CalculateBackgroundFrame ()
 
virtual void ControlInput (Camera cam)
 
void UpdateSlot (VisualSlot slot, int slotIndex, Item item, bool isSubSlot)
 
Inventory GetSubInventory (int slotIndex)
 
virtual ItemInventory GetActiveEquippedSubInventory (int slotIndex)
 

Static Protected Member Functions

static void DrawToolTip (SpriteBatch spriteBatch, RichString toolTip, Rectangle highlightedSlot)
 
static Rectangle GetSubInventoryHoverArea (SlotReference subSlot)
 

Protected Attributes

readonly int capacity
 
readonly ItemSlot[] slots
 
float syncItemsDelay
 
float prevUIScale = UIScale
 
float prevHUDScale = GUI.Scale
 
Point prevScreenResolution
 
Vector4 padding
 

Static Protected Attributes

static Sprite slotHotkeySprite
 
static HashSet< SlotReferencehighlightedSubInventorySlots = new HashSet<SlotReference>()
 
static SlotReference selectedSlot
 

Properties

int ExtraStackSize [get, set]
 
virtual IEnumerable< ItemAllItems [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< ItemAllItemsMod [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]
 

Detailed Description

Constructor & Destructor Documentation

◆ Inventory()

Barotrauma.Inventory.Inventory ( Entity  owner,
int  capacity,
int  slotsPerRow = 5 
)

Member Function Documentation

◆ ApplyReceivedState()

void Barotrauma.Inventory.ApplyReceivedState ( )

◆ CalculateBackgroundFrame()

virtual void Barotrauma.Inventory.CalculateBackgroundFrame ( )
protectedvirtual

◆ CanBePut() [1/2]

bool Barotrauma.Inventory.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).

Definition at line 484 of file BarotraumaShared/SharedSource/Items/Inventory.cs.

◆ CanBePut() [2/2]

bool Barotrauma.Inventory.CanBePut ( ItemPrefab  itemPrefab,
float?  condition = null,
int?  quality = null 
)

◆ CanBePutInSlot() [1/2]

virtual bool Barotrauma.Inventory.CanBePutInSlot ( Item  item,
int  i,
bool  ignoreCondition = false 
)
virtual

Can the item be put in the specified slot.

Reimplemented in Barotrauma.ItemInventory, and Barotrauma.CharacterInventory.

Definition at line 496 of file BarotraumaShared/SharedSource/Items/Inventory.cs.

◆ CanBePutInSlot() [2/2]

virtual bool Barotrauma.Inventory.CanBePutInSlot ( ItemPrefab  itemPrefab,
int  i,
float?  condition = null,
int?  quality = null 
)
virtual

◆ ClearSubInventories()

void Barotrauma.Inventory.ClearSubInventories ( )

◆ ClientEventRead()

void Barotrauma.Inventory.ClientEventRead ( IReadMessage  msg)

◆ Contains()

bool Barotrauma.Inventory.Contains ( Item  item)

Is the item contained in this inventory. Does not recursively check items inside items.

Definition at line 369 of file BarotraumaShared/SharedSource/Items/Inventory.cs.

◆ ControlInput()

virtual void Barotrauma.Inventory.ControlInput ( Camera  cam)
protectedvirtual

◆ CreateNetworkEvent() [1/2]

void Barotrauma.Inventory.CreateNetworkEvent ( )

◆ CreateNetworkEvent() [2/2]

virtual void Barotrauma.Inventory.CreateNetworkEvent ( Range  slotRange)
protectedvirtual

◆ CreateSlots()

virtual void Barotrauma.Inventory.CreateSlots ( )
virtual

◆ DeleteAllItems()

void Barotrauma.Inventory.DeleteAllItems ( )

Deletes all items inside the inventory (and also recursively all items inside the items)

Definition at line 1127 of file BarotraumaShared/SharedSource/Items/Inventory.cs.

◆ Draw()

virtual void Barotrauma.Inventory.Draw ( SpriteBatch  spriteBatch,
bool  subInventory = false 
)
virtual

Reimplemented in Barotrauma.ItemInventory.

Definition at line 832 of file BarotraumaClient/ClientSource/Items/Inventory.cs.

◆ DrawFront()

static void Barotrauma.Inventory.DrawFront ( SpriteBatch  spriteBatch)
static

◆ DrawSlot()

static void Barotrauma.Inventory.DrawSlot ( SpriteBatch  spriteBatch,
Inventory  inventory,
VisualSlot  slot,
Item  item,
int  slotIndex,
bool  drawItem = true,
InvSlotType  type = InvSlotType.Any 
)
static

◆ DrawSubInventory()

void Barotrauma.Inventory.DrawSubInventory ( SpriteBatch  spriteBatch,
int  slotIndex 
)

◆ DrawToolTip()

static void Barotrauma.Inventory.DrawToolTip ( SpriteBatch  spriteBatch,
RichString  toolTip,
Rectangle  highlightedSlot 
)
staticprotected

◆ FindAllItems()

List<Item> Barotrauma.Inventory.FindAllItems ( Func< Item, bool >  predicate = null,
bool  recursive = false,
List< Item list = null 
)

◆ FindAllowedSlot()

virtual int Barotrauma.Inventory.FindAllowedSlot ( Item  item,
bool  ignoreCondition = false 
)
virtual

Reimplemented in Barotrauma.ItemInventory.

Definition at line 463 of file BarotraumaShared/SharedSource/Items/Inventory.cs.

◆ FindIndex()

int Barotrauma.Inventory.FindIndex ( Item  item)

Find the index of the first slot the item is contained in.

Definition at line 428 of file BarotraumaShared/SharedSource/Items/Inventory.cs.

◆ FindIndices()

List<int> Barotrauma.Inventory.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.

Definition at line 440 of file BarotraumaShared/SharedSource/Items/Inventory.cs.

◆ FindItem()

Item Barotrauma.Inventory.FindItem ( Func< Item, bool >  predicate,
bool  recursive 
)

◆ FindItemByIdentifier()

Item Barotrauma.Inventory.FindItemByIdentifier ( Identifier  identifier,
bool  recursive = false 
)

◆ FindItemByTag()

Item Barotrauma.Inventory.FindItemByTag ( Identifier  tag,
bool  recursive = false 
)

◆ FirstOrDefault()

Item Barotrauma.Inventory.FirstOrDefault ( )

Return the first item in the inventory, or null if the inventory is empty.

Definition at line 377 of file BarotraumaShared/SharedSource/Items/Inventory.cs.

◆ ForceRemoveFromSlot()

void Barotrauma.Inventory.ForceRemoveFromSlot ( Item  item,
int  index 
)

Removes an item from a specific slot. Doesn't do any sanity checks, use with caution!

Definition at line 1064 of file BarotraumaShared/SharedSource/Items/Inventory.cs.

◆ ForceToSlot()

void Barotrauma.Inventory.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!

Definition at line 1049 of file BarotraumaShared/SharedSource/Items/Inventory.cs.

◆ GetActiveEquippedSubInventory()

virtual ItemInventory Barotrauma.Inventory.GetActiveEquippedSubInventory ( int  slotIndex)
protectedvirtual

◆ GetAllItems()

IEnumerable<Item> Barotrauma.Inventory.GetAllItems ( bool  checkForDuplicates)
protected

◆ GetInventoryMouseCursor()

static CursorState Barotrauma.Inventory.GetInventoryMouseCursor ( )
static

◆ GetItemAt()

Item Barotrauma.Inventory.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.

Definition at line 403 of file BarotraumaShared/SharedSource/Items/Inventory.cs.

◆ GetItemsAt()

IEnumerable<Item> Barotrauma.Inventory.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.

Definition at line 412 of file BarotraumaShared/SharedSource/Items/Inventory.cs.

◆ GetItemStackSlotIndex()

int Barotrauma.Inventory.GetItemStackSlotIndex ( Item  item,
int  index 
)

◆ GetReplacementOrThiS()

Inventory Barotrauma.Inventory.GetReplacementOrThiS ( )

◆ GetSubInventory()

Inventory Barotrauma.Inventory.GetSubInventory ( int  slotIndex)
protected

◆ GetSubInventoryHoverArea()

static Rectangle Barotrauma.Inventory.GetSubInventoryHoverArea ( SlotReference  subSlot)
staticprotected

◆ HideSlot()

virtual bool Barotrauma.Inventory.HideSlot ( int  i)
virtual

◆ HowManyCanBePut() [1/2]

int Barotrauma.Inventory.HowManyCanBePut ( ItemPrefab  itemPrefab,
float?  condition = null 
)

◆ HowManyCanBePut() [2/2]

virtual int Barotrauma.Inventory.HowManyCanBePut ( ItemPrefab  itemPrefab,
int  i,
float?  condition,
bool  ignoreItemsInSlot = false 
)
virtual

Reimplemented in Barotrauma.ItemInventory.

Definition at line 528 of file BarotraumaShared/SharedSource/Items/Inventory.cs.

◆ IsEmpty()

bool Barotrauma.Inventory.IsEmpty ( )

◆ IsFull()

virtual bool Barotrauma.Inventory.IsFull ( bool  takeStacksIntoAccount = false)
virtual

Is there room to put more items in the inventory. Doesn't take stacking into account by default.

Parameters
takeStacksIntoAccountIf true, the inventory is not considered full if all the stacks are not full.

Reimplemented in Barotrauma.ItemInventory.

Definition at line 705 of file BarotraumaShared/SharedSource/Items/Inventory.cs.

◆ IsInSlot()

bool Barotrauma.Inventory.IsInSlot ( Item  item,
int  index 
)

◆ IsInventoryHoverAvailable()

bool Barotrauma.Inventory.IsInventoryHoverAvailable ( Character  owner,
ItemContainer  container 
)

◆ IsMouseOnSlot()

static bool Barotrauma.Inventory.IsMouseOnSlot ( VisualSlot  slot)
static

Check if the mouse is hovering on top of the slot

Parameters
slotThe desired slot we want to check
Returns
True if our mouse is hover on the slot, false otherwise

Definition at line 852 of file BarotraumaClient/ClientSource/Items/Inventory.cs.

◆ ItemOwnsSelf()

virtual bool Barotrauma.Inventory.ItemOwnsSelf ( Item  item)
virtual

Returns true if the item owns any of the parent inventories.

Definition at line 453 of file BarotraumaShared/SharedSource/Items/Inventory.cs.

◆ LastOrDefault()

Item Barotrauma.Inventory.LastOrDefault ( )

Return the last item in the inventory, or null if the inventory is empty.

Definition at line 390 of file BarotraumaShared/SharedSource/Items/Inventory.cs.

◆ Movable()

bool Barotrauma.Inventory.Movable ( )

◆ PutItem()

virtual void Barotrauma.Inventory.PutItem ( Item  item,
int  i,
Character  user,
bool  removeItem = true,
bool  createNetworkEvent = true 
)
protectedvirtual

◆ RefreshMouseOnInventory()

static void Barotrauma.Inventory.RefreshMouseOnInventory ( )
static

Refresh the value of IsMouseOnInventory

Definition at line 867 of file BarotraumaClient/ClientSource/Items/Inventory.cs.

◆ RemoveItem()

virtual void Barotrauma.Inventory.RemoveItem ( Item  item)
virtual

◆ SharedRead()

void Barotrauma.Inventory.SharedRead ( IReadMessage  msg,
List< ushort >[]  receivedItemIds,
out bool  readyToApply 
)

◆ SharedWrite()

void Barotrauma.Inventory.SharedWrite ( IWriteMessage  msg,
Range  slotRange 
)

◆ TryPutItem() [1/2]

virtual bool Barotrauma.Inventory.TryPutItem ( Item  item,
Character  user,
IEnumerable< InvSlotType allowedSlots = null,
bool  createNetworkEvent = true,
bool  ignoreCondition = false 
)
virtual

If there is room, puts the item in the inventory and returns true, otherwise returns false

Reimplemented in Barotrauma.ItemInventory, and Barotrauma.CharacterInventory.

Definition at line 537 of file BarotraumaShared/SharedSource/Items/Inventory.cs.

◆ TryPutItem() [2/2]

virtual bool Barotrauma.Inventory.TryPutItem ( Item  item,
int  i,
bool  allowSwapping,
bool  allowCombine,
Character  user,
bool  createNetworkEvent = true,
bool  ignoreCondition = false 
)
virtual

◆ TrySwapping()

bool Barotrauma.Inventory.TrySwapping ( int  index,
Item  item,
Character  user,
bool  createNetworkEvent,
bool  swapWholeStack 
)
protected

◆ Update()

virtual void Barotrauma.Inventory.Update ( float  deltaTime,
Camera  cam,
bool  subInventory = false 
)
virtual

◆ UpdateDragging()

static void Barotrauma.Inventory.UpdateDragging ( )
static

◆ UpdateSlot()

void Barotrauma.Inventory.UpdateSlot ( VisualSlot  slot,
int  slotIndex,
Item  item,
bool  isSubSlot 
)
protected

◆ UpdateSubInventory()

void Barotrauma.Inventory.UpdateSubInventory ( float  deltaTime,
int  slotIndex,
Camera  cam 
)

Member Data Documentation

◆ AllowSwappingContainedItems

bool Barotrauma.Inventory.AllowSwappingContainedItems = true

◆ capacity

readonly int Barotrauma.Inventory.capacity
protected

◆ doubleClickedItems

readonly List<Item> Barotrauma.Inventory.doubleClickedItems = new List<Item>()
static

◆ DraggableIndicator

Sprite Barotrauma.Inventory.DraggableIndicator
static

◆ DraggingInventory

Inventory Barotrauma.Inventory.DraggingInventory
static

◆ DraggingItems

readonly List<Item> Barotrauma.Inventory.DraggingItems = new List<Item>()
static

◆ DraggingSlot

VisualSlot Barotrauma.Inventory.DraggingSlot
static

◆ DrawWhenEquipped

bool Barotrauma.Inventory.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.

Definition at line 398 of file BarotraumaClient/ClientSource/Items/Inventory.cs.

◆ HideTimer

float Barotrauma.Inventory.HideTimer

◆ highlightedSubInventorySlots

HashSet<SlotReference> Barotrauma.Inventory.highlightedSubInventorySlots = new HashSet<SlotReference>()
staticprotected

◆ Locked

bool Barotrauma.Inventory.Locked

◆ MaxItemsPerNetworkEvent

const int Barotrauma.Inventory.MaxItemsPerNetworkEvent = 128
static

◆ MaxPossibleStackSize

const int Barotrauma.Inventory.MaxPossibleStackSize = (1 << 6) - 1
static

◆ OpenState

float Barotrauma.Inventory.OpenState

◆ Owner

readonly Entity Barotrauma.Inventory.Owner

◆ padding

Vector4 Barotrauma.Inventory.padding
protected

◆ prevHUDScale

float Barotrauma.Inventory.prevHUDScale = GUI.Scale
protected

◆ prevScreenResolution

Point Barotrauma.Inventory.prevScreenResolution
protected

◆ prevUIScale

float Barotrauma.Inventory.prevUIScale = UIScale
protected

◆ RectTransform

RectTransform Barotrauma.Inventory.RectTransform

If set, the inventory is automatically positioned inside the rect

Definition at line 392 of file BarotraumaClient/ClientSource/Items/Inventory.cs.

◆ ReplacedBy

Inventory Barotrauma.Inventory.ReplacedBy

◆ selectedSlot

SlotReference Barotrauma.Inventory.selectedSlot
staticprotected

◆ slotHotkeySprite

Sprite Barotrauma.Inventory.slotHotkeySprite
staticprotected

◆ slots

readonly ItemSlot [] Barotrauma.Inventory.slots
protected

◆ syncItemsDelay

float Barotrauma.Inventory.syncItemsDelay
protected

◆ UnequippedIndicator

Sprite Barotrauma.Inventory.UnequippedIndicator
static

◆ visualSlots

VisualSlot [] Barotrauma.Inventory.visualSlots

Property Documentation

◆ AllItems

virtual IEnumerable<Item> Barotrauma.Inventory.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.

Definition at line 249 of file BarotraumaShared/SharedSource/Items/Inventory.cs.

◆ AllItemsMod

IEnumerable<Item> Barotrauma.Inventory.AllItemsMod
get

All items contained in the inventory. Allows modifying the contents of the inventory while being enumerated.

Definition at line 261 of file BarotraumaShared/SharedSource/Items/Inventory.cs.

◆ BackgroundFrame

Rectangle Barotrauma.Inventory.BackgroundFrame
getprotected set

◆ Capacity

int Barotrauma.Inventory.Capacity
get

◆ ContainedIndicatorHeight

int Barotrauma.Inventory.ContainedIndicatorHeight
staticget

◆ DraggingItemToWorld

bool Barotrauma.Inventory.DraggingItemToWorld
staticget

◆ EmptySlotCount

int Barotrauma.Inventory.EmptySlotCount
get

◆ ExtraStackSize

int Barotrauma.Inventory.ExtraStackSize
getset

◆ IsMouseOnInventory

bool Barotrauma.Inventory.IsMouseOnInventory
staticget

◆ SelectedSlot

SlotReference?? Barotrauma.Inventory.SelectedSlot
staticget

◆ SlotsPerRow

int Barotrauma.Inventory.SlotsPerRow
set

◆ SlotSpriteSmall

Sprite Barotrauma.Inventory.SlotSpriteSmall
staticget

◆ UIScale

float Barotrauma.Inventory.UIScale
staticget