Inventory Pro

Class


NameSummary
BagInventoryItem Used to represent a bag that extend a collection.
BankUI Initializes a new instance of the BankUI class
BasicCollectionSorter Simple collection sorter that sorts all items based on type name, category name and item name (in that order).
BasicItemGenerator Initializes a new instance of the BasicItemGenerator class
CharacterUI Initializes a new instance of the CharacterUI class
CollectionAvoidRebuildLock Initializes a new instance of the CollectionAvoidRebuildLock class
CollectionPopulator Initializes a new instance of the CollectionPopulator class
CollectionSaverLoaderBase Initializes a new instance of the CollectionSaverLoaderBase class
CollectionToArraySyncer Initializes a new instance of the CollectionToArraySyncer class
ConsumableInventoryItem Used to represent items that can be used by the player, and once used reduce 1 in stack size. This includes potions, food, scrolls, etc.
ContainerSaverLoaderBase Initializes a new instance of the ContainerSaverLoaderBase class
CraftingCollectionSimple Initializes a new instance of the CraftingCollectionSimple class
CraftingDelegates Initializes a new instance of the CraftingDelegates class
CraftingLayoutTriggerer A physical representation of a crafting station.
CraftingProgressContainer Initializes a new instance of the CraftingProgressContainer class
CraftingProgressContainer.CraftInfo Initializes a new instance of the CraftingProgressContainerCraftInfo class
CraftingProgressSharingDataStructure<T> Initializes a new instance of the CraftingProgressSharingDataStructureT class
CraftingStandardTriggerer A physical representation of a crafting station.
CraftingTriggererBase<T> A physical representation of a crafting station.
CraftingWindowBase Initializes a new instance of the CraftingWindowBase class
CraftingWindowLayoutCollectionUI Initializes a new instance of the CraftingWindowLayoutCollectionUI class
CraftingWindowLayoutUI Initializes a new instance of the CraftingWindowLayoutUI class
CraftingWindowStandardUI Initializes a new instance of the CraftingWindowStandardUI class
CurrencyInventoryItem This is used to represent gold as an item, once the item is picked up gold will be added to the inventory collection.
CustomCollectionAddItemConditions Initializes a new instance of the CustomCollectionAddItemConditions class
CustomItemUseConditions Initializes a new instance of the CustomItemUseConditions class
DatabaseNotFoundException Initializes a new instance of the DatabaseNotFoundException class
DialogueSystemQuestInventoryItem Used to represent items that can be used by the player, and once used reduce 1 in stack size. This includes potions, food, scrolls, etc.
DontDestroyOnLoad Initializes a new instance of the DontDestroyOnLoad class
EasySave2ItemsSerializer Initializes a new instance of the EasySave2ItemsSerializer class
EquippableInventoryItem Used to represent items that can be equipped by the user, this includes armor, weapons, etc.
FilterGroupsItemGenerator Initializes a new instance of the FilterGroupsItemGenerator class
InfoBoxUI Initializes a new instance of the InfoBoxUI class
InventoryAudioClip Initializes a new instance of the InventoryAudioClip class
InventoryAudioManager Initializes a new instance of the InventoryAudioManager class
InventoryBagsUI Initializes a new instance of the InventoryBagsUI class
InventoryContextMenu Initializes a new instance of the InventoryContextMenu class
InventoryContextMenu.InventoryContextMenuOption An option that can be chosen (code only).
InventoryDatabaseLookup<T> Initializes a new instance of the InventoryDatabaseLookupT class
InventoryEditorCategoryAttribute Initializes a new instance of the InventoryEditorCategoryAttribute class
InventoryInputManager Initializes a new instance of the InventoryInputManager class
InventoryItemBase The base item of all the inventory items, contains some default behaviour for items, which can (almost) all be overriden.
InventoryItemContainerGenerator Initializes a new instance of the InventoryItemContainerGenerator class
InventoryItemDatabase Initializes a new instance of the InventoryItemDatabase class
InventoryItemFilters Initializes a new instance of the InventoryItemFilters class
InventoryItemInfoRow Initializes a new instance of the InventoryItemInfoRow class
InventoryItemPercentageContainerGenerator Initializes a new instance of the InventoryItemPercentageContainerGenerator class
InventoryItemUtility Initializes a new instance of the InventoryItemUtility class
InventoryLangDatabase Initializes a new instance of the InventoryLangDatabase class
InventoryManager Initializes a new instance of the InventoryManager class
InventoryPlayer Initializes a new instance of the InventoryPlayer class
InventoryPlayerBase Initializes a new instance of the InventoryPlayerBase class
InventoryPlayerEquipHelper Initializes a new instance of the InventoryPlayerEquipHelper class
InventoryPlayerManager Initializes a new instance of the InventoryPlayerManager class
InventoryPlayerRangeHelper Initializes a new instance of the InventoryPlayerRangeHelper class
InventoryPlayerRangeHelper2D Initializes a new instance of the InventoryPlayerRangeHelper2D class
InventoryPlayerSpawner Initializes a new instance of the InventoryPlayerSpawner class
InventoryRequiredAttribute Initializes a new instance of the InventoryRequiredAttribute class
InventorySceneUtility Initializes a new instance of the InventorySceneUtility class
InventorySettingsManager Initializes a new instance of the InventorySettingsManager class
InventoryStatsContainer Initializes a new instance of the InventoryStatsContainer class
InventoryStatsDataProvider Initializes a new instance of the InventoryStatsDataProvider class
InventoryStatsPropertiesDataProvider Initializes a new instance of the InventoryStatsPropertiesDataProvider class
InventoryTriggererManager Initializes a new instance of the InventoryTriggererManager class
InventoryUI Initializes a new instance of the InventoryUI class
InventoryUIItemWrapper Initializes a new instance of the InventoryUIItemWrapper class
InventoryUIItemWrapperBase Initializes a new instance of the InventoryUIItemWrapperBase class
InventoryUIItemWrapperData Used as data object, doesn't show any info.
InventoryUIItemWrapperKeyTrigger Initializes a new instance of the InventoryUIItemWrapperKeyTrigger class
InventoryUIItemWrapperLoot Initializes a new instance of the InventoryUIItemWrapperLoot class
InventoryUIItemWrapperReferenceSum Initializes a new instance of the InventoryUIItemWrapperReferenceSum class
InventoryUIItemWrapperStatic Initializes a new instance of the InventoryUIItemWrapperStatic class
InventoryUIItemWrapperVendor Initializes a new instance of the InventoryUIItemWrapperVendor class
InventoryUtility Initializes a new instance of the InventoryUtility class
ItemCollectionBase An abstract base class for collections. When creating a new collection, extend from this class.
ItemManager Initializes a new instance of the ItemManager class
ItemPouchInventoryItem Used to represent a pouch that contains items. When the user uses the item it will add items to the player's inventory.
JsonItemsSerializer Initializes a new instance of the JsonItemsSerializer class
LootableObject Initializes a new instance of the LootableObject class
LootUI Initializes a new instance of the LootUI class
ManagerNotFoundException Initializes a new instance of the ManagerNotFoundException class
NoticeUI Initializes a new instance of the NoticeUI class
ObjectTriggerer Used to trigger a physical object such as vendor, treasure chests etc.
ObjectTriggererBase Initializes a new instance of the ObjectTriggererBase class
ObjectTriggererItem Used to trigger item pickup, modify the settings in ObjectTriggererHandler.
ObjectTriggererItemHolder A "wrapper" class that holds an item once it's dropped. When the actual item is dropped it will be used when a "drop Object" or substituion object is dropped, this call will be used to "hold" the actual item.
OpenBook Initializes a new instance of the OpenBook class
PercentageItemGenerator Initializes a new instance of the PercentageItemGenerator class
PlayerPrefsCollectionSaverLoader Initializes a new instance of the PlayerPrefsCollectionSaverLoader class
PlayerPrefsContainerSaverLoader Initializes a new instance of the PlayerPrefsContainerSaverLoader class
PlyGameInventoryStatsDataProvider Initializes a new instance of the PlyGameInventoryStatsDataProvider class
SaverLoaderBase Initializes a new instance of the SaverLoaderBase class
SelectableObjectInfo Initializes a new instance of the SelectableObjectInfo class
SelectableObjectInfoUI Initializes a new instance of the SelectableObjectInfoUI class
SerializedObjectNotFoundException Initializes a new instance of the SerializedObjectNotFoundException class
SettingsMenuUI Initializes a new instance of the SettingsMenuUI class
SkillbarUI Initializes a new instance of the SkillbarUI class
SkillbarUI.SkillbarSlot Initializes a new instance of the SkillbarUISkillbarSlot class
SkillbookCollectionExampleUI Initializes a new instance of the SkillbookCollectionExampleUI class
SkillExampleInventoryItemType Initializes a new instance of the SkillExampleInventoryItemType class
SyncCollection Initializes a new instance of the SyncCollection class
TriggerStatAffector Initializes a new instance of the TriggerStatAffector class
UnusableInventoryItem Used to represent an item that cannot be used in any way.
VendorBuyBackDataStructure<T> Initializes a new instance of the VendorBuyBackDataStructureT class
VendorTriggerer Represents a vendor that sells / buys something
VendorUI Initializes a new instance of the VendorUI class
VendorUIBuyBack Initializes a new instance of the VendorUIBuyBack class

Delegate


NameSummary
CraftingDelegates.CraftCanceled
CraftingDelegates.CraftFailed
CraftingDelegates.CraftProgress
CraftingDelegates.CraftStart
CraftingDelegates.CraftSuccess
CraftingProgressSharingDataStructure<T>.CreateNewInstance
EquippableInventoryItem.Equipped Called by the collection once the item is successfully equipped.
EquippableInventoryItem.UnEquipped Called by the collection once the item is successfully un-equipped
InfoBoxUI.Repainted
InventoryInputManager.HoveringTriggererChanged
InventoryInputManager.ItemWrapperChanged
InventoryItemBase.CanUseItemDelegate
InventoryItemBase.DroppedItemItem
InventoryItemBase.PickedUpItem
InventoryItemBase.UnstackedItem
InventoryItemBase.UsedItemItem
InventoryPlayerEquipHelper.EquippedVisually Called when the item is equipped visually / bound to a mesh. Useful if you wish to remove a custom component whenever the item is equipped.
InventoryPlayerManager.PlayerChanged
InventoryPlayerRangeHelper.NewBestTriggerer
InventoryPlayer.PickedUpItem
InventoryPlayer.PlayerDied
InventoryStatsContainer.StatChanged
InventoryTriggererManager.ChangedTriggerer
ItemCollectionBase.AddedItem Called when an item was added to this collection
ItemCollectionBase.AddedItemCollectionFull Tried to add an item to the collection, but it was full, item was denied.
ItemCollectionBase.CanAddItemDelegate Returns true if the item can be added to the collection, and false when the item cannot be added. Allows you to add your own conditions to collections.
ItemCollectionBase.CollectionResized Called when this collection is resized.
ItemCollectionBase.CurrencyChanged Called whenever the currency changes inside of this collection.
ItemCollectionBase.DroppedItem Called when an item is dropped from this collection.
ItemCollectionBase.MergedSlots Called when 2 slots of the same type are merged together into a single slot.
ItemCollectionBase.RemovedItem Called when an item was removed from this collection, either by dropping or selling. Item is not fired when an item of a stack is used, only the last item, as this destroys the stack.
ItemCollectionBase.RemovedReference Called when an reference is removed from this collection. Note that it will only be called if "Use references" is enabled in the inspector.
ItemCollectionBase.SetItemDelegate
ItemCollectionBase.Sorted Called when the collection is sorted.
ItemCollectionBase.SwappedItems Called when 2 items were swapped inside this collection. Called when 2 items were swapped between 2 different collections.
ItemCollectionBase.UnstackedItem Called when a stack is un-stacked, aka broken down into 2 smaller stacks.
ItemCollectionBase.UnstackedItemCollectionFull Tried to unstack an item, but the collection was full. Item not unstacked.
ItemCollectionBase.UsedItem Called when an item was used from this collection.
ItemCollectionBase.UsedReference Called when a reference is used inside this collection.
LootableObject.Empty
LootableObject.LootedItem
NoticeUI.NewMessage Note that it also fired when message == null or empty, even though the system won't process the message. This is because someone might want to implement their own system and just use the event as a link to connect the 2 systems.
ObjectTriggererItem.Pickup
ObjectTriggerer.TriggerAction
TriggerStatAffector.Change
VendorUI.VendorItemAction

Interface


NameSummary
ICollectionExtender The collection that is extending the extendingCollection
ICollectionPriority
ICollectionSorter
ICraftingActionValidator
IInventoryItemContainer
IInventoryItemContainerGenerator
IInventoryPlayerController
IInventoryStatDataProvider Set the categories and properties, does not calculate anything.
IInventoryUIItemWrapperKeyTrigger
IItemGenerator The items used to consider when generating the items
IItemsLoader
IItemsSaver Save the item data
IItemsSerializer
IObjectTriggerUser
IPoolableObject Reset the object so it can be reused again in it's original state.
ISelectableObjectInfo

Structure


NameSummary
InventoryPool InventoryPool only good for gameObjects
InventoryPool<T> Only supports GameObjects and no unique types, just to speed some things up. It's not ideal and I advice you to only use it on small collections.
ObjectTriggerer.ItemBoolPair