|
| override void | Load (ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) |
| override void | Save (ValuesDictionary valuesDictionary, EntityToIdMap entityToIdMap) |
| override int | GetSlotCapacity (int slotIndex, int value) |
| ComponentPlayer | FindInteractingPlayer () |
| 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 | 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) |
◆ GetSlotCapacity()
| override int Game.ComponentInventory.GetSlotCapacity |
( |
int | slotIndex, |
|
|
int | value ) |
|
virtual |
◆ Load()
◆ Save()
◆ m_activeSlotIndex
| int Game.ComponentInventory.m_activeSlotIndex |
◆ m_visibleSlotsCount
| int Game.ComponentInventory.m_visibleSlotsCount = 10 |
◆ ShortInventorySlotsCount
| const int Game.ComponentInventory.ShortInventorySlotsCount = 10 |
|
static |
◆ ActiveSlotIndex
| override int Game.ComponentInventory.ActiveSlotIndex |
|
getset |
◆ VisibleSlotsCount
| override int Game.ComponentInventory.VisibleSlotsCount |
|
getset |
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