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Class DecayingInventory

Inheritance
System.Object
Inventory
LimitedInventory
DecayingInventory
Implements
IController
IViewController
IHasUniversalID
ITickable
System.IComparable
IPlayerUseTracking
Inherited Members
LimitedInventory.AddStacks(Int32)
LimitedInventory.EnsureStacks(Int32)
LimitedInventory.GetStack(Int32)
LimitedInventory.IndexOfStack(ItemStack)
LimitedInventory.Stacks
LimitedInventory.Size
Inventory.InventoryInitialized
Inventory.InventoryDestroyed
Inventory.StacksChanged
Inventory.InventoryEffectsChanged
Inventory.OverrideOwnerName
Inventory.LockID
Inventory.LockObject
Inventory.SetOwner(WorldObject)
Inventory.ApplyChanges(User, IEnumerable<Item>, Dictionary<ItemStack, ChangedStack>)
Inventory.TotalNumberOfItems<T>()
Inventory.TotalNumberOfItems(Type)
Inventory.TotalNumberOfItems(Tag)
Inventory.TotalNumberOfItems(ItemRepresentation)
Inventory.TotalNumberOfItems(String)
Inventory.Contains(IEnumerable<ItemStack>)
Inventory.GetStacks<T>(Func<T, Boolean>)
Inventory.GetItemsWithTags(Tag, Int32)
Inventory.Clear(User)
Inventory.ClearItemStack(ItemStack, User)
Inventory.TryClearItemStack(ItemStack, User)
Inventory.GetStacksAndClear()
Inventory.ReplaceItems(IEnumerable<ItemStack>, Boolean)
Inventory.AddItem(Item, User)
Inventory.TryAddItem(Item, User)
Inventory.AddItemNonUnique<T>(User)
Inventory.AddItemNonUnique(Type, User)
Inventory.TryAddItemNonUnique<T>(User)
Inventory.TryAddItemNonUnique(Type, User)
Inventory.AddItemsNonUnique<T>(Int32, User)
Inventory.AddItemsNonUnique(Type, Int32, User)
Inventory.AddItems(Item, Int32, User)
Inventory.AddItems(ItemStack, User)
Inventory.AddItems(IEnumerable<ItemStack>, User)
Inventory.TryAddItemsNonUnique<T>(Int32, User)
Inventory.TryAddItemsNonUnique(Type, Int32, User)
Inventory.RemoveItem<T>(User)
Inventory.RemoveItem(Type, User)
Inventory.TryRemoveItem<T>(User)
Inventory.TryRemoveItem(Type, User)
Inventory.RemoveItems<T>(Int32, User)
Inventory.RemoveItems(ItemStack, User)
Inventory.RemoveItems(Type, Int32, User)
Inventory.RemoveAsMuchAsPossible(ItemRepresentation, Int32, User)
Inventory.TryRemoveItems<T>(Int32, User)
Inventory.TryRemoveItems(ItemStack, User)
Inventory.TryRemoveItems(IEnumerable<ItemStack>, User)
Inventory.TryRemoveItems(Type, Int32, User)
Inventory.TryRemoveItemsAsManyAsPossibleByType(Type, Int32, User)
Inventory.TryRemoveItemsAsManyAsPossibleUnique(Item, Int32, User)
Inventory.MoveItems(Type, Int32, Inventory, User)
Inventory.MoveItems<T>(Int32, Inventory, User)
Inventory.MoveItems<T, TKey>(Int32, Inventory, Func<ItemStack, Boolean>, Func<ItemStack, TKey>, User)
Inventory.MoveItems<TKey>(Type, Int32, Inventory, Func<ItemStack, Boolean>, Func<ItemStack, TKey>, User)
Inventory.MoveItems<TKey>(Item, Int32, Inventory, Func<ItemStack, Boolean>, Func<ItemStack, TKey>, User)
Inventory.TryMoveItems(Type, Int32, Inventory, User)
Inventory.TryMoveItems(Item, Int32, Inventory, User)
Inventory.TryMoveItems<T>(Int32, Inventory, User)
Inventory.TryMoveItems<T, TKey>(Int32, Inventory, Func<ItemStack, Boolean>, Func<ItemStack, TKey>, User)
Inventory.TryMoveItems<TKey>(Type, Int32, Inventory, Func<ItemStack, Boolean>, Func<ItemStack, TKey>, User)
Inventory.TryMoveItems<TKey>(Item, Int32, Inventory, Func<ItemStack, Boolean>, Func<ItemStack, TKey>, User)
Inventory.MoveAllItems(Item, Int32, Inventory, Boolean, Func<ItemStack, Boolean>, User)
Inventory.FillTargetStack(Type, ItemStack, User)
Inventory.FillTargetStack(Type, ItemStack, Int32, User)
Inventory.FillTargetStack(Type, ItemStack, Int32, Func<ItemStack, Boolean>, User)
Inventory.MoveAsManyItemsAsPossible(Inventory, User, InventoryAccessType)
Inventory.MoveAsManyItemsAsPossible(Inventory, Func<ItemStack, Boolean>, User, InventoryAccessType)
Inventory.Modify(Action<IInventoryChangeSet>, User)
Inventory.TryModify(Action<IInventoryChangeSet>, User)
Inventory.SuccessMoveWrapper(User, Inventory, Inventory, Item, Int32)
Inventory.MoveItems(ItemStack, ItemStack, User, Int32)
Inventory.MoveItems(Player, ItemStack, ItemStack)
Inventory.MoveItems(Player, ItemStack, Inventory, Int32)
Inventory.MoveItems(ItemStack, Inventory, Int32, User)
Inventory.MoveItemsDoublePass(Player, ItemStack, ItemStack, Inventory)
Inventory.MoveItemsDoublePass(ItemStack, ItemStack, Inventory, User)
Inventory.MoveItems(Player, Inventory, Inventory, Item)
Inventory.MoveSomeItems(Player, ItemStack, ItemStack, Int32)
Inventory.UseStack(Player, ItemStack)
Inventory.SelectStack(Player, ItemStack)
Inventory.ReplaceStack(Player, ItemStack, Int32, Int32)
Inventory.ClearRestrictions()
Inventory.RemoveLastRestriction()
Inventory.RemoveAllRestrictions(Predicate<InventoryRestriction>)
Inventory.RemoveAllRestrictions()
Inventory.AddInvRestriction(InventoryRestriction)
Inventory.AddInvRestrictions(IEnumerable<InventoryRestriction>)
Inventory.HasRestriction<T>()
Inventory.GetMaxAcceptedVal(Item, Int32, User, Inventory)
Inventory.GetMaxPickup(Item, Int32, InventoryChangeSet, Inventory, Int32)
Inventory.GetMaxAccepted(Item, Int32, InventoryChangeSet, Inventory)
Inventory.GetMaxAccepted(Item, Int32, InventoryChangeSet, Inventory, InventoryRestriction)
Inventory.GetMaxPickup(Item, Int32, User, Inventory)
Inventory.GetMaxAccepted(Item, Int32, User, Inventory)
Inventory.AcceptsItem(Item)
Inventory.TryGetBestRestrictionMessage(IEnumerable<InventoryRestriction>, LocString)
Inventory.OnChangedDetailed
Inventory.OnChanged
Inventory.Owner
Inventory.OwnerName
Inventory.ShelfLifeMultiplier
Inventory.ControllerID
Inventory.SubInventories
Inventory.AllInventories
Inventory.IsFull
Inventory.FillPerCent
Inventory.AvailableForItemInteractions
Inventory.ManipulatableStacks
Inventory.Parent
Inventory.Root
Inventory.AllParents
Inventory.AllParentsAndSelf
Inventory.NeedsAuth
Inventory.IsLeafInventory
Inventory.NonEmptyStacks
Inventory.GroupedStacks
Inventory.TypeToCount
Inventory.IsEmpty
Inventory.Restrictions
Namespace: Eco.Gameplay.Items
Assembly: Eco.Gameplay.dll
Syntax
public class DecayingInventory : LimitedInventory, IController, IViewController, IHasUniversalID, ITickable, IComparable, IPlayerUseTracking

Constructors

DecayingInventory()

Declaration
protected DecayingInventory()

DecayingInventory(Int32, Vector3i)

Declaration
public DecayingInventory(int numStacks, Vector3i pos)
Parameters
Type Name Description
System.Int32 numStacks
Vector3i pos

Fields

DecayTime

Declaration
public const int DecayTime = 43200
Field Value
Type Description
System.Int32

Position

Declaration
public Vector3i Position
Field Value
Type Description
Vector3i

Properties

AverageDecay

Declaration
public float AverageDecay { get; }
Property Value
Type Description
System.Single

ClosestPercent

Declaration
public double ClosestPercent { get; }
Property Value
Type Description
System.Double

EndTimers

Declaration
public int[] EndTimers { get; }
Property Value
Type Description
System.Int32[]

FirstStack

Declaration
public ItemStack FirstStack { get; }
Property Value
Type Description
ItemStack

NextTick

Declaration
public double NextTick { get; set; }
Property Value
Type Description
System.Double

QueueHandle

Declaration
public IPriorityQueueHandle<ITickable> QueueHandle { get; set; }
Property Value
Type Description
C5.IPriorityQueueHandle<ITickable>

StartTimers

Declaration
public int[] StartTimers { get; }
Property Value
Type Description
System.Int32[]

UsingPlayers

Declaration
public ThreadSafeList<WeakReference> UsingPlayers { get; set; }
Property Value
Type Description
ThreadSafeList<System.WeakReference>

Methods

CheckFinalized(User)

Declaration
public bool CheckFinalized(User user = null)
Parameters
Type Name Description
User user
Returns
Type Description
System.Boolean

CompareTo(Object)

Declaration
public int CompareTo(object other)
Parameters
Type Name Description
System.Object other
Returns
Type Description
System.Int32

Destroy()

Declaration
public override void Destroy()
Overrides
Inventory.Destroy()

Initialize()

Declaration
protected override void Initialize()
Overrides
LimitedInventory.Initialize()

IsReady()

Declaration
public bool IsReady()
Returns
Type Description
System.Boolean

NextUpdateWorldTime()

Declaration
public int NextUpdateWorldTime()
Returns
Type Description
System.Int32

OnDeserialized()

Declaration
public void OnDeserialized()

OnUsingPlayersChange()

Declaration
public void OnUsingPlayersChange()

SetDecay(User)

Declaration
public void SetDecay(User user)
Parameters
Type Name Description
User user

SetDecayTimer(Int32, Int32, Int32)

Declaration
public void SetDecayTimer(int index, int start, int end)
Parameters
Type Name Description
System.Int32 index
System.Int32 start
System.Int32 end

Tick()

Declaration
public void Tick()

UpdateNextTickTime()

Declaration
public void UpdateNextTickTime()

UpdateVisuals(User)

Declaration
public void UpdateVisuals(User user = null)
Parameters
Type Name Description
User user

Implements

IController
IViewController
IHasUniversalID
ITickable
System.IComparable
IPlayerUseTracking

Extension Methods

InventoryUtils.ApplyRandomInventory(Inventory, Int32, Nullable<Boolean>, Int32, Boolean)
InventoryUtils.CanMoveItems(Inventory, Type, Int32, User, AccessType)
InventoryUtils.CanMoveItems(Inventory, Type, Int32, User, ref Int32, AccessType)
InventoryUtils.MakeGameAction(Inventory, Type, Int32, User, AccessType)
InventoryUtils.TryGetFirstStackMatchingOrEmpty(Inventory, Func<Item, Boolean>, out ItemStack)
InventoryUtils.FindItemStack(Inventory, Item)
InventoryUtils.ContainsItem(Inventory, Item)
SimpleInventory.CanFit(Inventory, Item, Int32)
TagUtils.TagNames(Object, Boolean)
TagUtils.TagDisplayNames(Object, Boolean)
ClientSetViewExtensions.SetClassOfProperty(Object, Player, String, String, Int32)
TypeTooltipExtensions.UILinkGeneric(Object)
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