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| virtual void | FillSlots () |
| virtual void | ClearSlots () |
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| override void | Save (ValuesDictionary valuesDictionary, EntityToIdMap entityToIdMap) |
| virtual int | GetSlotValue (int slotIndex) |
| virtual int | GetSlotCount (int slotIndex) |
| virtual int | GetSlotCapacity (int slotIndex, int value) |
| virtual int | GetSlotProcessCapacity (int slotIndex, int value) |
| virtual void | AddSlotItems (int slotIndex, int value, int count) |
| virtual void | ProcessSlotItems (int slotIndex, int value, int count, int processCount, out int processedValue, out int processedCount) |
| virtual int | RemoveSlotItems (int slotIndex, int count) |
| | - 返回
- 实际移除的数量
|
| virtual void | DropAllItems (Vector3 position) |
| virtual IEnumerable< Entity > | GetOwnedEntities () |
| virtual void | OnEntityAdded () |
| virtual void | OnEntityRemoved () |
| virtual void | Dispose () |
| virtual void | InheritFromComponent (Component baseComponent) |
| virtual void | Initialize (Entity entity, ValuesDictionary valuesDictionary) |
◆ AddSlotItems()
| virtual void Game.ComponentFurnitureInventory.AddSlotItems |
( |
int | slotIndex, |
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|
int | value, |
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int | count ) |
|
virtual |
◆ ClearSlots()
| virtual void Game.ComponentFurnitureInventory.ClearSlots |
( |
| ) |
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virtual |
◆ DropAllItems()
| virtual void Game.ComponentFurnitureInventory.DropAllItems |
( |
Vector3 | position | ) |
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virtual |
◆ FillSlots()
| virtual void Game.ComponentFurnitureInventory.FillSlots |
( |
| ) |
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virtual |
◆ GetSlotCapacity()
| virtual int Game.ComponentFurnitureInventory.GetSlotCapacity |
( |
int | slotIndex, |
|
|
int | value ) |
|
virtual |
◆ GetSlotCount()
| virtual int Game.ComponentFurnitureInventory.GetSlotCount |
( |
int | slotIndex | ) |
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virtual |
◆ GetSlotProcessCapacity()
| virtual int Game.ComponentFurnitureInventory.GetSlotProcessCapacity |
( |
int | slotIndex, |
|
|
int | value ) |
|
virtual |
◆ GetSlotValue()
| virtual int Game.ComponentFurnitureInventory.GetSlotValue |
( |
int | slotIndex | ) |
|
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virtual |
◆ Load()
◆ ProcessSlotItems()
| virtual void Game.ComponentFurnitureInventory.ProcessSlotItems |
( |
int | slotIndex, |
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|
int | value, |
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int | count, |
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int | processCount, |
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out int | processedValue, |
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out int | processedCount ) |
|
virtual |
◆ RemoveSlotItems()
| virtual int Game.ComponentFurnitureInventory.RemoveSlotItems |
( |
int | slotIndex, |
|
|
int | count ) |
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virtual |
◆ Save()
◆ m_largeNumber
| const int Game.ComponentFurnitureInventory.m_largeNumber = 0x1fffffff |
|
static |
◆ m_slots
| List<int> Game.ComponentFurnitureInventory.m_slots = [] |
◆ m_subsystemFurnitureBlockBehavior
◆ ActiveSlotIndex
| int Game.ComponentFurnitureInventory.ActiveSlotIndex |
|
getset |
◆ FurnitureSet
| FurnitureSet Game.ComponentFurnitureInventory.FurnitureSet |
|
getset |
◆ PageIndex
| int Game.ComponentFurnitureInventory.PageIndex |
|
getset |
◆ Project
| Project IInventory. Game.ComponentFurnitureInventory.Project |
|
getprivate |
◆ SlotsCount
| int Game.ComponentFurnitureInventory.SlotsCount |
|
get |
◆ VisibleSlotsCount
| int Game.ComponentFurnitureInventory.VisibleSlotsCount |
|
getset |
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