|
| 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 | 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) |
◆ AcquireItems()
| int Game.ComponentInventoryBase.AcquireItems |
( |
IInventory | inventory, |
|
|
int | value, |
|
|
int | count ) |
|
static |
◆ AddSlotItems()
| virtual void Game.ComponentInventoryBase.AddSlotItems |
( |
int | slotIndex, |
|
|
int | value, |
|
|
int | count ) |
|
virtual |
◆ DropAllItems()
| virtual void Game.ComponentInventoryBase.DropAllItems |
( |
Vector3 | position | ) |
|
|
virtual |
◆ DropSlotItems()
| void Game.ComponentInventoryBase.DropSlotItems |
( |
IInventory | inventory, |
|
|
int | slotIndex, |
|
|
Vector3 | position, |
|
|
Vector3 | velocity ) |
|
static |
◆ FindAcquireSlotForItem()
| int Game.ComponentInventoryBase.FindAcquireSlotForItem |
( |
IInventory | inventory, |
|
|
int | value ) |
|
static |
◆ FindInteractingPlayer()
◆ GetSlotCapacity()
| virtual int Game.ComponentInventoryBase.GetSlotCapacity |
( |
int | slotIndex, |
|
|
int | value ) |
|
virtual |
◆ GetSlotCount()
| virtual int Game.ComponentInventoryBase.GetSlotCount |
( |
int | slotIndex | ) |
|
|
virtual |
◆ GetSlotProcessCapacity()
| virtual int Game.ComponentInventoryBase.GetSlotProcessCapacity |
( |
int | slotIndex, |
|
|
int | value ) |
|
virtual |
◆ GetSlotValue()
| virtual int Game.ComponentInventoryBase.GetSlotValue |
( |
int | slotIndex | ) |
|
|
virtual |
◆ Load()
◆ ProcessSlotItems()
| virtual void Game.ComponentInventoryBase.ProcessSlotItems |
( |
int | slotIndex, |
|
|
int | value, |
|
|
int | count, |
|
|
int | processCount, |
|
|
out int | processedValue, |
|
|
out int | processedCount ) |
|
virtual |
◆ RemoveSlotItems()
| virtual int Game.ComponentInventoryBase.RemoveSlotItems |
( |
int | slotIndex, |
|
|
int | count ) |
|
virtual |
◆ Save()
◆ m_random
| Random Game.ComponentInventoryBase.m_random = new() |
◆ m_slots
| List<Slot> Game.ComponentInventoryBase.m_slots = [] |
◆ ActiveSlotIndex
| virtual int Game.ComponentInventoryBase.ActiveSlotIndex |
|
getset |
◆ Project
| Project IInventory. Game.ComponentInventoryBase.Project |
|
getprivate |
◆ SlotsCount
| virtual int Game.ComponentInventoryBase.SlotsCount |
|
get |
◆ VisibleSlotsCount
| virtual int Game.ComponentInventoryBase.VisibleSlotsCount |
|
getset |
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