| static GetItemVolumeAndMass(MyDefinitionId, out float, out float) |
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| static ShowCantConsume() |
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| static Transfer(MyInventory, MyInventory, MyDefinitionId, MyItemFlags, MyFixedPoint?, bool) |
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| static Transfer(MyInventory, MyInventory, uint, int, MyFixedPoint?, bool) |
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| static TransferAll(MyInventory, MyInventory) |
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| static TransferByPlanner(MyInventory, MyInventory, SerializableDefinitionId, MyItemFlags, MyFixedPoint?, bool) |
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| static TransferByUser(MyInventory, MyInventory, uint, int, MyFixedPoint?) |
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| static TryConsumeItem(MyCharacter, MyInventory, MyDefinitionId, out bool, bool) |
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| static TryTransferAll(MyInventory, MyInventory) |
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| Add(IMyInventoryItem, MyFixedPoint) |
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| AddBlocks(MyCubeBlockDefinition, MyFixedPoint) |
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| AddItemClient(int, MyPhysicalInventoryItem) |
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| AddItems(MyFixedPoint, MyObjectBuilder_Base) |
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| ApplyChanges(List) |
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| CanItemsBeAdded(MyFixedPoint, MyDefinitionId) |
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| CanItemsBeAdded(MyFixedPoint, MyDefinitionId, MyFixedPoint, MyFixedPoint, MyFixedPoint, MyFixedPoint) |
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| ChangeItemClient(MyPhysicalInventoryItem, int) |
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| CheckConstraint(MyDefinitionId) |
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| Clear(bool) |
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| ClearItems() |
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| ComputeAmountThatFits(MyDefinitionId, float, float) |
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| ComputeAmountThatFits(MyBlueprintDefinitionBase) |
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| ConsumeItem(MyDefinitionId, MyFixedPoint, long) |
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| ContainItems(MyFixedPoint, MyObjectBuilder_PhysicalObject) |
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| ContainItems(MyFixedPoint?, MyDefinitionId, MyItemFlags) |
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| CountItems(Dictionary<MyDefinitionId, MyFixedPoint>) |
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| DebugAddItems(MyFixedPoint, MyObjectBuilder_Base) |
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| Deserialize(MyObjectBuilder_ComponentBase) |
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| DropItem(int, MyFixedPoint) |
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| DropItemById(uint, MyFixedPoint) |
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| Empty() |
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| FilterItemsUsingConstraint() |
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| FindFreeSlotSpace(MyDefinitionId, IMyInventoryItemAdapter) |
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| FindItem(MyDefinitionId) |
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| FindItem(Func<MyPhysicalInventoryItem, bool>) |
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| FindUsableItem(MyDefinitionId) |
This will try to find the first item that can be use. This means, if durability is enabled on items, it will look for first item with durability HP > 0, if this is disabled, this will behave the same as FindItem method |
| FixInventoryVolume(float) |
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| GenerateContent(MyContainerTypeDefinition) |
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| GetFlags() |
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| GetInventoryCount() |
Returns number of embedded inventories - this inventory can be aggregation of other inventories. |
| GetItemAmount(MyDefinitionId, MyItemFlags, bool) |
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| GetItemAt(int) |
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| GetItemByID(uint) |
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| GetItemByIndex(int) |
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| GetItemIndexById(uint) |
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| GetItems() |
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| GetItemsCount() |
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| GetObjectBuilder() |
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| Init(MyObjectBuilder_Inventory) |
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| Init(MyComponentDefinitionBase) |
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| IsItemAt(int) |
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| IsUniqueId(uint) |
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| ItemsCanBeAdded(MyFixedPoint, IMyInventoryItem) |
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| ItemsCanBeRemoved(MyFixedPoint, IMyInventoryItem) |
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| IterateInventory(int, int) |
Search for inventory having given search index. Aggregate inventory: Iterates through aggregate inventory until simple inventory with matching index is found. Simple inventory: Returns itself if currentIndex == searchIndex. Usage: searchIndex = index of inventory being searched, leave currentIndex = 0. |
| ModifyContent(MyPhysicalInventoryItem, Action<MyObjectBuilder_PhysicalObject>, bool) |
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| ModifyContentForRifle(MyPhysicalInventoryItem, Action<MyObjectBuilder_PhysicalObject>, bool) |
Other way of ModifyContent, it is created specifically for MyAutomaticRifleGun because of complexity of callbacks. Instead it would not force sync |
| ModifyDatapad(int, uint, string, string) |
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| OnAddedToContainer() |
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| OnBeforeContentsChanged() |
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| OnContentsAdded(MyPhysicalInventoryItem, MyFixedPoint) |
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| OnContentsChanged() |
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| OnContentsRemoved(MyPhysicalInventoryItem, MyFixedPoint) |
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| PickupItem(MyFloatingObject, MyFixedPoint) |
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| RecordConsumedFood(MyFixedPoint, SerializableDefinitionId, ulong) |
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| Refresh() |
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| Remove(IMyInventoryItem, MyFixedPoint) |
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| RemoveItemClient(uint) |
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| RemoveItems(uint, MyFixedPoint?, bool, bool, MatrixD?, Action<MyDefinitionId, MyEntity>, bool) |
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| RemoveItemsAt(int, MyFixedPoint?, bool, bool, bool) |
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| RemoveItemsOfType(MyFixedPoint, MyObjectBuilder_PhysicalObject, bool, bool) |
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| RemoveItemsOfType(MyFixedPoint, MyDefinitionId, MyItemFlags, bool) |
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| ResetVolume() |
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| Serialize(bool) |
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| SetFlags(MyInventoryFlags) |
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| TakeFloatingBag(MyCargoContainerInventoryBagEntity) |
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| TakeFloatingObject(MyFloatingObject) |
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| TransferItemFrom(MyInventory, int, int?, bool?, MyFixedPoint?) |
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| UpdateItem(MyDefinitionId, uint?, float?, float?) |
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| UpdateItemAmoutClient(uint, MyFixedPoint, float) |
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| Add(IMyInventoryItem, MyFixedPoint) |
Inherited from MyInventoryBase |
| AddItems(MyFixedPoint, MyObjectBuilder_PhysicalObject, int) |
Adds item to inventory. Doesn't do all checks inside. Call CanAddItemAmount(IMyInventoryItem, MyFixedPoint) before this function
Inherited from IMyInventory |
| AddItems(MyFixedPoint, MyObjectBuilder_Base) |
Adds item to inventory
Inherited from MyInventoryBase |
| ApplyChanges(List) |
Inherited from MyInventoryBase |
| CanAddItemAmount(IMyInventoryItem, MyFixedPoint) |
Gets whether item could be added into inventory, but doesn't add it Checks: - Inserting volume - Inventory can receive items - Inventory filter can
Inherited from IMyInventory |
| CanItemsBeAdded(MyFixedPoint, MyItemType) |
Determines if given amount of items fits into this inventory on top of existing items.
Inherited from IMyInventory |
| CanTransferItemTo(IMyInventory, MyItemType) |
Determines if there is working conveyor connection for item of give type to be transferred to other inventory.
Inherited from IMyInventory |
| Clear(bool) |
Remove all items from inventory
Inherited from IMyInventory |
| ComputeAmountThatFits(MyDefinitionId, float, float) |
Inherited from MyInventoryBase |
| ConsumeItem(MyDefinitionId, MyFixedPoint, long) |
Inherited from MyInventoryBase |
| ContainItems(MyFixedPoint, MyItemType) |
Determines if there is at least given amount of items of given type contained inside this inventory.
Inherited from IMyInventory |
| CountItems(Dictionary<MyDefinitionId, MyFixedPoint>) |
Inherited from MyInventoryBase |
| Deserialize(MyObjectBuilder_ComponentBase) |
Inherited from IMyComponentBase |
| Deserialize(MyObjectBuilder_ComponentBase) |
Inherited from MyInventoryBase |
| Deserialize(MyObjectBuilder_ComponentBase) |
Inherited from MyComponentBase |
| Empty() |
Gets if inventory is empty
Inherited from IMyInventory |
| FindItem(MyItemType) |
Tries to find an item of given type inside this inventory.
Inherited from IMyInventory |
| FindItem(SerializableDefinitionId) |
Finds first item stack, whose content matching provided id
Inherited from IMyInventory |
| GetAcceptedItems(List, Func<MyItemType, bool>) |
Returns all items this inventory accepts.
Inherited from IMyInventory |
| GetAs() |
Inherited from IMyComponentBase |
| GetAs() |
Inherited from MyComponentBase |
| GetInventoryCount() |
Returns number of embedded inventories - this inventory can be aggregation of other inventories.
Inherited from MyInventoryBase |
| GetItemAmount(MyItemType) |
Sums up total amount of items of given type contained inside this inventory.
Inherited from IMyInventory |
| GetItemAmount(MyDefinitionId, MyItemFlags, bool) |
Inherited from MyInventoryBase |
| GetItemAt(int) |
Returns info about item at give position.
Inherited from IMyInventory |
| GetItemByID(uint) |
Returns info about item contained inside this inventory.
Inherited from IMyInventory |
| GetItemByID(uint) |
Gets item by id
Inherited from IMyInventory |
| GetItems(List, Func<MyInventoryItem, bool>) |
Collects all items present inside this inventory and returns snapshot of the current inventory state.
Inherited from IMyInventory |
| GetItems() |
Inherited from MyInventoryBase |
| GetItemsCount() |
Returns the number of items in the inventory. This needs to be overrided, otherwise it returns 0!
Inherited from MyInventoryBase |
| Init(MyComponentDefinitionBase) |
Inherited from IMyComponentBase |
| Init(MyComponentDefinitionBase) |
Inherited from MyComponentBase |
| IsConnectedTo(IMyInventory) |
Checks if two inventories are connected.
Inherited from IMyInventory |
| IsItemAt(int) |
Determines if there is any item on given inventory slot.
Inherited from IMyInventory |
| IsSerialized() |
Inherited from IMyComponentBase |
| IsSerialized() |
Inherited from MyInventoryBase |
| IsSerialized() |
Tells the component container serializer whether this component should be saved
Inherited from MyComponentBase |
| ItemsCanBeAdded(MyFixedPoint, IMyInventoryItem) |
Inherited from MyInventoryBase |
| ItemsCanBeRemoved(MyFixedPoint, IMyInventoryItem) |
Inherited from MyInventoryBase |
| IterateInventory(int, int) |
Search for inventory having given search index. Aggregate inventory: Iterates through aggregate inventory until simple inventory with matching index is found. Simple inventory: Returns itself if currentIndex == searchIndex. Usage: searchIndex = index of inventory being searched, leave currentIndex = 0.
Inherited from MyInventoryBase |
| OnAddedToContainer() |
Inherited from IMyComponentBase |
| OnAddedToContainer() |
Inherited from MyEntityComponentBase |
| OnAddedToContainer() |
Gets called after the container of this component changes
Inherited from MyComponentBase |
| OnAddedToScene() |
Inherited from IMyComponentBase |
| OnAddedToScene() |
CH: TOOD: Be careful! This does not get called if the component is added to a container that is in the scene already!
Inherited from MyComponentBase |
| OnBeforeContentsChanged() |
Inherited from MyInventoryBase |
| OnBeforeRemovedFromContainer() |
Inherited from IMyComponentBase |
| OnBeforeRemovedFromContainer() |
Inherited from MyEntityComponentBase |
| OnBeforeRemovedFromContainer() |
Gets called before the removal of this component from a container
Inherited from MyComponentBase |
| OnContentsAdded(MyPhysicalInventoryItem, MyFixedPoint) |
Inherited from MyInventoryBase |
| OnContentsChanged() |
Inherited from MyInventoryBase |
| OnContentsRemoved(MyPhysicalInventoryItem, MyFixedPoint) |
Inherited from MyInventoryBase |
| OnRemovedFromScene() |
Inherited from IMyComponentBase |
| OnRemovedFromScene() |
CH: TOOD: Be careful! This does not get called if the component is removed from a container that is still in the scene!
Inherited from MyComponentBase |
| RaiseAfterModifyFinished() |
Inherited from MyInventoryBase |
| RaiseBeforeContentsChanged() |
Inherited from MyInventoryBase |
| RaiseContentsAdded(MyPhysicalInventoryItem, MyFixedPoint) |
Inherited from MyInventoryBase |
| RaiseContentsChanged() |
Inherited from MyInventoryBase |
| RaiseContentsRemoved(MyPhysicalInventoryItem, MyFixedPoint) |
Inherited from MyInventoryBase |
| RaiseInventoryContentChanged(MyPhysicalInventoryItem, MyFixedPoint) |
Inherited from MyInventoryBase |
| Remove(IMyInventoryItem, MyFixedPoint) |
Inherited from MyInventoryBase |
| RemoveItemAmount(IMyInventoryItem, MyFixedPoint) |
Remove
Inherited from IMyInventory |
| RemoveItems(uint, MyFixedPoint?, bool, bool) |
Removes item by itemId
Inherited from IMyInventory |
| RemoveItemsAt(int, MyFixedPoint?, bool, bool) |
Removes items at exact inventory index
Inherited from IMyInventory |
| RemoveItemsOfType(MyFixedPoint, MyObjectBuilder_PhysicalObject, bool) |
Removes amount for specified item type from inventory
Inherited from IMyInventory |
| RemoveItemsOfType(MyFixedPoint, SerializableDefinitionId, MyItemFlags, bool) |
Removes amount for specified item type from inventory
Inherited from IMyInventory |
| RemoveItemsOfType(MyFixedPoint, MyDefinitionId, MyItemFlags, bool) |
Remove items of a given amount and definition
Inherited from MyInventoryBase |
| Serialize(bool) |
Inherited from IMyComponentBase |
| Serialize(bool) |
Inherited from MyInventoryBase |
| Serialize(bool) |
Inherited from MyComponentBase |
| SetContainer(IMyComponentContainer) |
Inherited from IMyComponentBase |
| SetContainer(IMyComponentContainer) |
Sets the container of this component. Note that the component is not added to the container here! Therefore, use MyComponentContainer.Add(...) method and it will in turn call this method. Actually, you should seldom have the need to call this method yourself.
Inherited from MyComponentBase |
| ToString() |
Inherited from MyInventoryBase |
| TransferItemFrom(IMyInventory, MyInventoryItem, MyFixedPoint?) |
Attempts to transfer item from one inventory to another.
Inherited from IMyInventory |
| TransferItemFrom(IMyInventory, int, int?, bool?, MyFixedPoint?) |
Attempts to transfer item from one inventory to another.
Inherited from IMyInventory |
| TransferItemFrom(IMyInventory, int, int?, bool?, MyFixedPoint?, bool) |
Transfer item from one inventory to another
Inherited from IMyInventory |
| TransferItemFrom(IMyInventory, IMyInventoryItem, MyFixedPoint) |
Transfer item from one inventory to another
Inherited from IMyInventory |
| TransferItemTo(IMyInventory, MyInventoryItem, MyFixedPoint?) |
Attempts to transfer item from one inventory to another.
Inherited from IMyInventory |
| TransferItemTo(IMyInventory, int, int?, bool?, MyFixedPoint?) |
Attempts to transfer item from one inventory to another.
Inherited from IMyInventory |
| TransferItemTo(IMyInventory, int, int?, bool?, MyFixedPoint?, bool) |
Transfer item from one inventory to another
Inherited from IMyInventory |
| GetItems() |
Obsolete: Use non-allocating GetItems overload
Inherited from IMyInventory |