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    Interface IInventoryItem

    Represents an inventory item that a character can hold in his/her inventory.

    Namespace: AGS.API
    Assembly: AGS.API.dll
    Syntax
    public interface IInventoryItem

    Properties

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    CursorGraphics

    Gets or sets the graphics that represents the inventory item when the mouse cursor is to be shaped like the inventory item (i.e when the character holds the inventory and wants to use it on something). The graphics can be a single image or an animation. This is only relevant when using a mouse cursor (in touch platforms it won't be used, unless we're simulating a mouse).

    Declaration
    IObject CursorGraphics { get; set; }
    Property Value
    Type Description
    IObject

    The cursor graphics.

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    Graphics

    Gets or sets the graphics that represents the inventory item when it sits in the inventory window. The graphics can be a single image or an animation.

    Declaration
    IObject Graphics { get; set; }
    Property Value
    Type Description
    IObject

    The graphics.

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    Qty

    Gets or sets the quantity of the item of the inventory. Most inventory items don't have quantity, they're either there or not. But, if the inventory item is money, for example, you can use the "Qty" variable to indicate how much money you currently have in your inventory.

    Declaration
    float Qty { get; set; }
    Property Value
    Type Description
    System.Single

    The item quantity.

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    ShouldInteract

    Gets or sets a value indicating whether this inventory item is an inventory item that you can only interact with but not combine with other items or objects in the room. Most items will have this as false, but it might be useful in rare cases. For example, if you have a trumpet, and you want the character to be able to play the trumpet at any given time, but don't actually want to use the trumpet on other items, you can assign ShouldInteract = true, and subscribe to the interact event, in order to play the music.

    Declaration
    bool ShouldInteract { get; set; }
    Property Value
    Type Description
    System.Boolean

    true if should use the interact events; otherwise, it will combine as normal.

    Methods

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    OnCombination(IInventoryItem)

    Called when one inventory item is combined with another. OnInventoryCombination

    Declaration
    IEvent<InventoryCombinationEventArgs> OnCombination(IInventoryItem otherItem)
    Parameters
    Type Name Description
    IInventoryItem otherItem

    The second inventory item, which is combined with this inventory item.

    Returns
    Type Description
    IEvent<InventoryCombinationEventArgs>

    The event to subscribe.

    Examples

    First, we subscribe to the event:

    iScissors.OnCombination(iRope).Subscribe(cutRope); //The "cutRope" will be called whether the scissors were used on the rope, or vice versa.

    Then, we define the event (we describe what happens when using the scissors and the rope together:

    private void cutRope(object sender, InventoryCombinationEventArgs args)
    {
        displayCutRopeAnimation();
        cEgo.Inventory.Items.Remove(iRope); //No more rope for us!
    }
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