◆ Add()
◆ AllBooksFilled()
bool PlayerInventory.AllBooksFilled |
( |
| ) |
|
◆ ApplySnapshot()
void PlayerInventory.ApplySnapshot |
( |
Snapshot | s | ) |
|
◆ ConsumeCarriedSpecial()
void PlayerInventory.ConsumeCarriedSpecial |
( |
| ) |
|
Consume the carried special (used on correct pedestal).
◆ DropCarriedSpecial()
void PlayerInventory.DropCarriedSpecial |
( |
GameObject | dropPrefab, |
|
|
Vector3 | pos ) |
Drop the carried special (spawns a special pickup and registers it for respawn).
◆ GetSnapshot()
Snapshot PlayerInventory.GetSnapshot |
( |
| ) |
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◆ HasBook()
◆ IsCarrying()
◆ RemoveSword()
bool PlayerInventory.RemoveSword |
( |
int | amount = 1 | ) |
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◆ TryCarrySpecial()
Try to place a special item into the carry slot. Returns false if already carrying something else.
◆ TryPickupSpecial()
◆ UsePotion()
bool PlayerInventory.UsePotion |
( |
| ) |
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◆ CarriedSpecial
Item.? ItemType PlayerInventory.CarriedSpecial |
|
get |
◆ IsCarryingAny
bool PlayerInventory.IsCarryingAny |
|
get |
◆ Potions
int PlayerInventory.Potions |
|
get |
◆ Swords
int PlayerInventory.Swords |
|
get |
◆ CarriedSpecialChanged
◆ Changed
Action<Snapshot> PlayerInventory.Changed |
The documentation for this class was generated from the following file: