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    Interface IInventory

    The character's inventory. Those are the items that the character holds in his/her (usually) imaginary bag. It is composed of a list of inventory items, and one active item that the character holds in his/her hand.

    Inherited Members
    System.ComponentModel.INotifyPropertyChanged.PropertyChanged
    Namespace: AGS.API
    Assembly: AGS.API.dll
    Syntax
    public interface IInventory : INotifyPropertyChanged

    Properties

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    ActiveItem

    Gets/sets the character's current active inventory item (for example the item that character currently holds in his/her hand). Setting it will update the mouse cursor if appropriate. To deselect the current inventory, set it to null.

    Declaration
    IInventoryItem ActiveItem { get; set; }
    Property Value
    Type Description
    IInventoryItem

    The active inventory item.

    Examples
    cEgo.ActiveInventory = iKey; //The character is now "holding" the key.
    private async void onDoorClicked()
    {
        if (cEgo.ActiveInventory == iKey) openDoor();
        else await cEgo.SayAsync("I can't open the door without holding the key!");
    }
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    Items

    Gets the list of inventory items the character has.

    Declaration
    IAGSBindingList<IInventoryItem> Items { get; }
    Property Value
    Type Description
    IAGSBindingList<IInventoryItem>

    The inventory items.

    Examples

    Do I have the key?

    if (Items.Any(item => item == iKey)) await cEgo.SayAsync("I have the key!");
    else await cEgo.SayAsync("I don't have the key!");
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