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Class ToolbarInventory

Inheritance
System.Object
Inventory
LimitedInventory
SelectionInventory
ToolbarInventory
Implements
IController
IViewController
IHasUniversalID
Inherited Members
SelectionInventory.OnSelectionChanged
SelectionInventory.Initialize()
SelectionInventory.SelectType(Player, Type)
SelectionInventory.SelectFirst(Player, Predicate<ItemStack>)
SelectionInventory.RefreshSelected(Player)
SelectionInventory.ReselectCurrent(Player)
SelectionInventory.SelectableStacks
SelectionInventory.SelectedIndex
SelectionInventory.SelectedStack
SelectionInventory.SelectedItem
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.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>, 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.IsLeafInventory
Inventory.NonEmptyStacks
Inventory.GroupedStacks
Inventory.TypeToCount
Inventory.IsEmpty
Inventory.Restrictions
Namespace: Eco.Gameplay.Items
Assembly: Eco.Gameplay.dll
Syntax
public class ToolbarInventory : SelectionInventory, IController, IViewController, IHasUniversalID

Constructors

ToolbarInventory()

Declaration
protected ToolbarInventory()

ToolbarInventory(Int32)

Declaration
public ToolbarInventory(int numStacks)
Parameters
Type Name Description
System.Int32 numStacks

Properties

NeedsAuth

Declaration
public override bool NeedsAuth { get; }
Property Value
Type Description
System.Boolean
Overrides
SelectionInventory.NeedsAuth

Methods

RefreshSelectableStacks()

Declaration
public void RefreshSelectableStacks()

SelectIndex(Player, Int32)

Declaration
public override void SelectIndex(Player player, int slot)
Parameters
Type Name Description
Player player
System.Int32 slot
Overrides
SelectionInventory.SelectIndex(Player, Int32)

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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