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Class DynamicInventory

Inheritance
System.Object
Inventory
DynamicInventory
VoidStorageInventory
Implements
IController
IViewController
IHasUniversalID
Inherited Members
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.Destroy()
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>)
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 DynamicInventory : Inventory, IController, IViewController, IHasUniversalID

Constructors

DynamicInventory(Boolean)

Declaration
public DynamicInventory(bool newInventory = true)
Parameters
Type Name Description
System.Boolean newInventory

Properties

Stacks

Declaration
public override IEnumerable<ItemStack> Stacks { get; }
Property Value
Type Description
System.Collections.Generic.IEnumerable<ItemStack>
Overrides
Inventory.Stacks

Methods

Initialize()

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

Set(IEnumerable<Item>)

Declaration
public void Set(IEnumerable<Item> stacks)
Parameters
Type Name Description
System.Collections.Generic.IEnumerable<Item> stacks

Set(IEnumerable<ItemStack>)

Declaration
public void Set(IEnumerable<ItemStack> stacks)
Parameters
Type Name Description
System.Collections.Generic.IEnumerable<ItemStack> stacks

Implements

IController
IViewController
IHasUniversalID

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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