Class TInventory
Unit
Declaration
type TInventory = class(specialize TObjectList<TInventoryItem>)
Description
List of items, with a 3D object (like a player or creature) owning these items. Do not directly change this list, always use the owner (TAliveWithInventory) methods like TAliveWithInventory.PickItem or TAliveWithInventory.DropItem. They make sure that items are correctly stacked, and that TInventoryItem.Owner3D and memory management is good.
Hierarchy
- TObject
- TList
- TObjectList
- TInventory
Overview
Methods
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function Pick(var Item: TInventoryItem): Integer; |
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function Drop(const ItemIndex: Integer): TInventoryItem; |
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procedure CheckDepleted(const Item: TInventoryItem); |
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procedure Use(const Index: Integer); |
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constructor Create(const AOwner3D: TAliveWithInventory); |
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function FindResource(Resource: TItemResource): Integer; |
Properties
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property Owner3D: TAliveWithInventory read FOwner3D; |
Description
Methods
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function Pick(var Item: TInventoryItem): Integer; |
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Add Item to inventory. See TAliveWithInventory.PickItemUpdate description, this method actually implements it. | |
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function Drop(const ItemIndex: Integer): TInventoryItem; |
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procedure CheckDepleted(const Item: TInventoryItem); |
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Pass here items owned by this list, immediately after decreasing their Quantity. This frees the item (removing it from the list) if it's quantity reached zero. | |
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procedure Use(const Index: Integer); |
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constructor Create(const AOwner3D: TAliveWithInventory); |
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function FindResource(Resource: TItemResource): Integer; |
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Searches for item of given Resource. Returns index of first found, or -1 if not found. | |
Properties
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property Owner3D: TAliveWithInventory read FOwner3D; |
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Owner of the inventory (like a player or creature). Never | |
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