Barotrauma Client Doc
Barotrauma.ItemInventory Member List

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

AllItemsBarotrauma.Inventory
AllItemsModBarotrauma.Inventory
AllowSwappingContainedItemsBarotrauma.Inventory
ApplyReceivedState()Barotrauma.Inventory
BackgroundFrameBarotrauma.Inventory
CalculateBackgroundFrame()Barotrauma.ItemInventoryprotectedvirtual
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.ItemInventoryvirtual
CanBePutInSlot(ItemPrefab itemPrefab, int i, float? condition, int? quality=null)Barotrauma.ItemInventoryvirtual
capacityBarotrauma.Inventoryprotected
CapacityBarotrauma.Inventory
ClearSubInventories()Barotrauma.Inventory
ClientEventRead(IReadMessage msg)Barotrauma.Inventory
ClientEventWrite(IWriteMessage msg, Item.InventoryStateEventData extraData)Barotrauma.ItemInventory
ContainedIndicatorHeightBarotrauma.Inventorystatic
ContainerBarotrauma.ItemInventory
Contains(Item item)Barotrauma.Inventory
ControlInput(Camera cam)Barotrauma.ItemInventoryprotectedvirtual
CreateNetworkEvent(Range slotRange)Barotrauma.ItemInventoryprotectedvirtual
Barotrauma::Inventory.CreateNetworkEvent()Barotrauma.Inventory
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.ItemInventoryvirtual
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.ItemInventoryvirtual
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, int i, float? condition, bool ignoreItemsInSlot=false)Barotrauma.ItemInventoryvirtual
Barotrauma::Inventory.HowManyCanBePut(ItemPrefab itemPrefab, float? condition=null)Barotrauma.Inventory
Inventory(Entity owner, int capacity, int slotsPerRow=5)Barotrauma.Inventory
IsEmpty()Barotrauma.Inventory
IsFull(bool takeStacksIntoAccount=false)Barotrauma.ItemInventoryvirtual
IsInSlot(Item item, int index)Barotrauma.Inventory
IsInventoryHoverAvailable(Character owner, ItemContainer container)Barotrauma.Inventory
IsMouseOnInventoryBarotrauma.Inventorystatic
IsMouseOnSlot(VisualSlot slot)Barotrauma.Inventorystatic
ItemInventory(Item owner, ItemContainer container, int capacity, int slotsPerRow=5)Barotrauma.ItemInventory
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.ItemInventoryvirtual
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.ItemInventoryvirtual
TryPutItem(Item item, int i, bool allowSwapping, bool allowCombine, Character user, bool createNetworkEvent=true, bool ignoreCondition=false)Barotrauma.ItemInventoryvirtual
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