Adventure Creator  1.74.2
An adventure game toolkit for Unity, by Chris Burton, ICEBOX Studios 2013-2019
AC.InventoryManager Class Reference
Inheritance diagram for AC.InventoryManager:

Public Member Functions

void ShowGUI (Rect windowRect)
 
InvItem CreateNewItem (int newID=-1)
 Creates a new inventory item More...
 
int GetArraySlot (int _id)
 
string[] GetLabelList ()
 
int GetBinSlot (int _id)
 
InvVar GetProperty (int ID)
 Gets an inventory property. More...
 
Document GetDocument (int ID)
 Gets a Document. More...
 
Objective GetObjective (int ID)
 Gets an Objective. More...
 
string GetLabel (int _id)
 Gets an inventory item's label. More...
 
InvItem GetItem (string _name)
 Gets an inventory item. More...
 
InvItem GetItem (int _id)
 Gets an inventory item. More...
 
Recipe GetRecipe (int _id)
 Gets a Recipe. More...
 
InvBin GetCategory (int categoryID)
 Gets an inventory category. More...
 
InvItem[] GetItemsInCategory (int categoryID)
 Gets an array of all inventory items in a given category More...
 
Document[] GetDocumentsInCategory (int categoryID)
 Gets an array of all Documents in a given category More...
 
bool ObjectiveIsPerPlayer (int objectiveID)
 Checks if a given Objective is per-Player, i.e. each player has their own instance of the Objective More...
 

Static Public Member Functions

static int DocumentSelectorList (int ID, string label="Document:")
 
static int ObjectiveSelectorList (int ID, string label="Objective:")
 

Public Attributes

List< InvItemitems = new List<InvItem>()
 
List< InvBinbins = new List<InvBin>()
 
List< InvVarinvVars = new List<InvVar>()
 
ActionListAsset unhandledCombine
 
ActionListAsset unhandledHotspot
 
bool passUnhandledHotspotAsParameter
 
ActionListAsset unhandledGive
 
List< Reciperecipes = new List<Recipe>()
 
List< Documentdocuments = new List<Document>()
 
List< Objectiveobjectives = new List<Objective>()
 

Detailed Description

Handles the "Inventory" tab of the Game Editor window. All inventory items, inventory categories and recipes are defined here.

Member Function Documentation

◆ CreateNewItem()

InvItem AC.InventoryManager.CreateNewItem ( int  newID = -1)

Creates a new inventory item

Parameters
newIDIf >= 0, the ID number of the item, if available. If it is already taken, the item will not be created
Returns
The newly-created item

◆ GetCategory()

InvBin AC.InventoryManager.GetCategory ( int  categoryID)

Gets an inventory category.

Parameters
categoryIDThe ID number of the inventory category to find
Returns
The inventory category

◆ GetDocument()

Document AC.InventoryManager.GetDocument ( int  ID)

Gets a Document.

Parameters
IDThe ID number of the Document to find
Returns
The Document

◆ GetDocumentsInCategory()

Document [] AC.InventoryManager.GetDocumentsInCategory ( int  categoryID)

Gets an array of all Documents in a given category

Parameters
categoryIDThe ID number of the category in question
Returns
An array of all Documents in the category

◆ GetItem() [1/2]

InvItem AC.InventoryManager.GetItem ( int  _id)

Gets an inventory item.

Parameters
_idThe ID number of the InvItem to find
Returns
The inventory item

◆ GetItem() [2/2]

InvItem AC.InventoryManager.GetItem ( string  _name)

Gets an inventory item.

Parameters
_nameThe name of the InvItem to find
Returns
The inventory item

◆ GetItemsInCategory()

InvItem [] AC.InventoryManager.GetItemsInCategory ( int  categoryID)

Gets an array of all inventory items in a given category

Parameters
categoryIDThe ID number of the category in question
Returns
An array of all inventory items in the category

◆ GetLabel()

string AC.InventoryManager.GetLabel ( int  _id)

Gets an inventory item's label.

Parameters
_idThe ID number of the InvItem to find
Returns
The inventory item's label

◆ GetObjective()

Objective AC.InventoryManager.GetObjective ( int  ID)

Gets an Objective.

Parameters
IDThe ID number of the Objective to find
Returns
The Objective

◆ GetProperty()

InvVar AC.InventoryManager.GetProperty ( int  ID)

Gets an inventory property.

Parameters
IDThe ID number of the property to get
Returns
The inventory property.

◆ GetRecipe()

Recipe AC.InventoryManager.GetRecipe ( int  _id)

Gets a Recipe.

Parameters
_idThe ID number of the Recipe to find
Returns
The Recipe

◆ ObjectiveIsPerPlayer()

bool AC.InventoryManager.ObjectiveIsPerPlayer ( int  objectiveID)

Checks if a given Objective is per-Player, i.e. each player has their own instance of the Objective

Parameters
objectiveIDThe ID of the Objective
Returns
True if the Objective is per-Player

◆ ShowGUI()

void AC.InventoryManager.ShowGUI ( Rect  windowRect)

Shows the GUI.

Member Data Documentation

◆ bins

List<InvBin> AC.InventoryManager.bins = new List<InvBin>()

The game's full list of inventory item categories

◆ documents

List<Document> AC.InventoryManager.documents = new List<Document>()

The game's full list of documents

◆ invVars

List<InvVar> AC.InventoryManager.invVars = new List<InvVar>()

The game's full list of inventory item properties

◆ items

List<InvItem> AC.InventoryManager.items = new List<InvItem>()

The game's full list of inventory items

◆ objectives

List<Objective> AC.InventoryManager.objectives = new List<Objective>()

The game's full list of objectives

◆ passUnhandledHotspotAsParameter

bool AC.InventoryManager.passUnhandledHotspotAsParameter

If True, the Hotspot clicked on to initiate unhandledHotspot will be sent as a parameter to the ActionListAsset

◆ recipes

List<Recipe> AC.InventoryManager.recipes = new List<Recipe>()

The game's full list of available recipes

◆ unhandledCombine

ActionListAsset AC.InventoryManager.unhandledCombine

The default ActionListAsset to run if an inventory combination is unhandled

◆ unhandledGive

ActionListAsset AC.InventoryManager.unhandledGive

The default ActionListAsset to run if giving an inventory item to an NPC is unhandled

◆ unhandledHotspot

ActionListAsset AC.InventoryManager.unhandledHotspot

The default ActionListAsset to run if using an inventory item on a Hotspot is unhandled