Inventory Class

Namespace
Atavism
Base Types
  • MonoBehaviour
graph BT Type-->Base0["MonoBehaviour"] Type["Inventory"] class Type type-node

Syntax

public class Inventory : MonoBehaviour

Fields

Name Constant Value Summary
mainCurrencyGroup
sellFactor
uguiAtavismItemPrefab

Properties

Name Value Summary
Bags Dictionary<int, Bag>
Currencies Dictionary<int, Currency>
EquippedAmmo AtavismInventoryItem
EquippedItems Dictionary<int, AtavismInventoryItem>
Instance Inventory
static
InventoryItemLoaded bool
Loot Dictionary<int, AtavismInventoryItem>
LootCurr Dictionary<int, int>
LootTarget OID
StorageItems Dictionary<int, Bag>

Methods

Name Value Summary
ConvertCurrenciesToBaseCurrency(Dictionary<int, long>, int, long) void
Converts the currencies to base currency. Assumes all currencies convert back to the same base currency
ConvertCurrenciesToBaseCurrency(List<Vector2>, int, long) void
Converts the currencies to base currency. Assumes all currencies convert back to the same base currency
ConvertCurrencyToBaseCurrency(int, long, int, long) void
Converts the currency down to the base currency.
CreateSplitStack(AtavismInventoryItem, int) bool
DeleteItemStack(AtavismInventoryItem) void
DeleteItemStack(object, bool) void
DeleteItemWithName(string) void
DoesPlayerHaveEnoughCurrency(List<Vector2>) bool
Checks if the player has enough currency to match the given list of currencies.
DoesPlayerHaveSufficientItems(int, int) bool
EmbedInTheSlot(AtavismInventoryItem, AtavismInventoryItem) void
EnchantCost(AtavismInventoryItem) void
EnchantItem(AtavismInventoryItem) void
EquipItemInSlot(AtavismInventoryItem, string) void
FindFreeInventorySlot(int, int) bool
GenerateCurrencyDisplay(int, long) CurrencyDisplay
GenerateCurrencyListFromAmount(int, long) List<CurrencyDisplay>
Generates a list of currencies from the specified currencyID and amount. This can be used for drawing currency amounts and icons in the UI.
GenerateCurrencyListFromAmount(int, long, bool) List<CurrencyDisplay>
GetBagData(int) Bag
GetConvertedCurrencyValues(int, long) List<Vector2>
Splits out a single currency and amount (generally a base currency) and returns the currencies and amounts it would convert to.
GetConvertedCurrencyValues(int, long, bool) List<Vector2>
GetCostString(int, long) string
Creates a readable string of the cost of an item based on the currencyID and amount passed in.
GetCountOfItem(int) int
GetCraftingRecipe(int) AtavismCraftingRecipe
GetCraftingRecipeMatch(List<int>, int) List<AtavismCraftingRecipe>
GetCraftingRecipeMatch(List<int>, string) List<int>
GetCurrenciesInGroup(int) List<Currency>
GetCurrency(int) Currency
GetCurrencyGroup(int) int
GetCurrencyName(int) string
GetInventoryItem(int) AtavismInventoryItem
GetInventoryItem(OID) AtavismInventoryItem
GetItemBySetID(int) AtavismInventoryItemSet
GetItemByTemplateID(int) AtavismInventoryItem
GetItemGruped() Dictionary<int, int>
GetMainCurrencies() List<Currency>
GetMainCurrency(int) Currency
GetPlayerBaseCurrencyAmount(int, int) long
Gets the total amount of base currency for the given currency group.
HandleBagInventoryUpdate(Dictionary<string, object>) void
HandleBankInventoryUpdate(Dictionary<string, object>) void
HandleCloseBankInventory(Dictionary<string, object>) void
HandleCraftingRecipeIcon(Dictionary<string, object>) void
HandleCraftRecipePrefabData(Dictionary<string, object>) void
HandleCurrencies(Dictionary<string, object>) void
HandleEquippedInventoryUpdate(Dictionary<string, object>) void
HandleInvCurrIcon(Dictionary<string, object>) void
HandleInvCurrPrefabData(Dictionary<string, object>) void
HandleInventoryEvent(Dictionary<string, object>) void
HandleInvItemIcon(Dictionary<string, object>) void
HandleInvPrefabData(Dictionary<string, object>) void
HandleInvSetPrefabData(Dictionary<string, object>) void
HandleLootList(Dictionary<string, object>) void
LoadEquipmentDisplay(string) List<EquipmentDisplay>
LoadItemPrefabData(int) AtavismInventoryItem
MoveBag(int, int) void
PlaceBagAsItem(int, int, int) void
PlaceItemAsBag(AtavismInventoryItem, int) void
PlaceItemInBag(int, int, AtavismInventoryItem, int) void
PlaceItemInBag(int, int, AtavismInventoryItem, int, bool) void
PlaceItemInBank(AtavismInventoryItem, int) void
PlaceItemInBank(int, int, AtavismInventoryItem, int, bool) void
RequestBankInfo() void
ResetSloctsSlot(AtavismInventoryItem) void
ResetSocketsCost(AtavismInventoryItem) void
RetrieveItemFromBank(AtavismInventoryItem) void
SocketingCost(AtavismInventoryItem, AtavismInventoryItem) void
StorageClosed() void
UnequipAmmo(AtavismInventoryItem) void