Space Engineers
Sandbox.Game.MyInventory Member List

This is the complete list of members for Sandbox.Game.MyInventory, including all inherited members.

Add(IMyInventoryItem item, MyFixedPoint amount)Sandbox.Game.MyInventoryinlinevirtual
AddBlockAndRemoveFromGrid(MySlimBlock block)Sandbox.Game.MyInventoryinline
AddBlocks(MyCubeBlockDefinition blockDef, MyFixedPoint amount)Sandbox.Game.MyInventoryinline
AddEntity(IMyEntity entity, bool blockManipulatedEntity=true)Sandbox.Game.MyInventoryinline
AddGrid(MyCubeGrid grid)Sandbox.Game.MyInventoryinline
AddItemClient(int position, MyPhysicalInventoryItem item)Sandbox.Game.MyInventoryinline
AddItems(MyFixedPoint amount, MyObjectBuilder_Base objectBuilder)Sandbox.Game.MyInventoryinlinevirtual
VRage::Game::ModAPI::IMyInventory.AddItems(VRage.MyFixedPoint amount, MyObjectBuilder_PhysicalObject objectBuilder, int index=-1)VRage.Game.ModAPI.IMyInventory
ApplyChanges(List< MyComponentChange > changes)Sandbox.Game.MyInventoryinlinevirtual
BeforeContentsChangedVRage.Game.Entity.MyInventoryBase
BeforeRemovedFromContainerVRage.Game.Components.MyEntityComponentBase
CanItemsBeAdded(MyFixedPoint amount, MyDefinitionId contentId)Sandbox.Game.MyInventoryinline
CanItemsBeAdded(MyFixedPoint amount, MyDefinitionId contentId, MyFixedPoint maxVolume, MyFixedPoint maxMass, MyFixedPoint currentVolume, MyFixedPoint currentMass)Sandbox.Game.MyInventoryinlinestatic
VRage::Game::ModAPI::Ingame::IMyInventory.CanItemsBeAdded(VRage.MyFixedPoint amount, SerializableDefinitionId contentId)VRage.Game.ModAPI.Ingame.IMyInventory
CargoPercentageSandbox.Game.MyInventory
CheckConstraint(MyDefinitionId contentId)Sandbox.Game.MyInventoryinline
Clear(bool sync=true)Sandbox.Game.MyInventoryinline
ClearItems()Sandbox.Game.MyInventoryinline
ComponentTypeDebugStringVRage.Game.Entity.MyInventoryBase
ComputeAmountThatFits(MyDefinitionId contentId, float volumeRemoved=0, float massRemoved=0)Sandbox.Game.MyInventoryinlinevirtual
ComputeAmountThatFits(MyBlueprintDefinitionBase blueprint)Sandbox.Game.MyInventoryinline
ConstraintSandbox.Game.MyInventory
ConsumeItem(MyDefinitionId itemId, MyFixedPoint amount, long consumerEntityId=0)Sandbox.Game.MyInventoryinlinevirtual
ContainerVRage.Game.Components.MyEntityComponentBase
ContainerBaseVRage.Game.Components.MyComponentBase
ContainItems(MyFixedPoint amount, MyObjectBuilder_PhysicalObject ob)Sandbox.Game.MyInventoryinline
ContainItems(MyFixedPoint?amount, MyDefinitionId contentId, MyItemFlags flags=MyItemFlags.None)Sandbox.Game.MyInventoryinline
VRage::Game::ModAPI::Ingame::IMyInventory.ContainItems(VRage.MyFixedPoint amount, MyObjectBuilder_PhysicalObject ob)VRage.Game.ModAPI.Ingame.IMyInventory
ContentsChangedVRage.Game.Entity.MyInventoryBase
CountItems(Dictionary< MyDefinitionId, MyFixedPoint > itemCounts)Sandbox.Game.MyInventoryinlinevirtual
CurrentMassSandbox.Game.MyInventory
CurrentVolumeSandbox.Game.MyInventory
DebugAddItems(MyFixedPoint amount, MyObjectBuilder_Base objectBuilder)Sandbox.Game.MyInventoryinline
Deserialize(MyObjectBuilder_ComponentBase builder)Sandbox.Game.MyInventoryinlinevirtual
DropItem(int itemIndex, MyFixedPoint amount)Sandbox.Game.MyInventoryinline
DropItemById(uint itemId, MyFixedPoint amount)Sandbox.Game.MyInventoryinline
Empty()Sandbox.Game.MyInventoryinline
EntityVRage.Game.Components.MyEntityComponentBase
FilterItemsUsingConstraint()Sandbox.Game.MyInventoryinline
FindFreeSlotSpace(MyDefinitionId contentId, IMyInventoryItemAdapter adapter)Sandbox.Game.MyInventoryinline
FindItem(MyDefinitionId contentId)Sandbox.Game.MyInventoryinline
FindItem(Func< MyPhysicalInventoryItem, bool > predicate)Sandbox.Game.MyInventoryinline
FindUsableItem(MyDefinitionId contentId)Sandbox.Game.MyInventoryinline
FixInventoryVolume(float newValue)Sandbox.Game.MyInventoryinline
ForcedPrioritySandbox.Game.MyInventory
GenerateContent(MyContainerTypeDefinition containerDefinition)Sandbox.Game.MyInventoryinline
GetAs< T >()VRage.Game.Components.MyComponentBaseinlinevirtual
GetFlags()Sandbox.Game.MyInventoryinline
GetInventoryCount()Sandbox.Game.MyInventoryinlinevirtual
GetItemAmount(MyDefinitionId contentId, MyItemFlags flags=MyItemFlags.None, bool substitute=false)Sandbox.Game.MyInventoryinlinevirtual
GetItemByID(uint id)Sandbox.Game.MyInventoryinline
GetItemIndexById(uint id)Sandbox.Game.MyInventoryinline
GetItems()Sandbox.Game.MyInventoryinlinevirtual
GetItemsCount()Sandbox.Game.MyInventoryinlinevirtual
GetItemVolumeAndMass(MyDefinitionId contentId, out float itemMass, out float itemVolume)Sandbox.Game.MyInventoryinlinestatic
GetObjectBuilder()Sandbox.Game.MyInventoryinline
Init(MyObjectBuilder_Inventory objectBuilder)Sandbox.Game.MyInventoryinline
Init(MyComponentDefinitionBase definition)Sandbox.Game.MyInventoryinlinevirtual
InventoryIdVRage.Game.Entity.MyInventoryBase
InventoryIdxSandbox.Game.MyInventory
IsFullSandbox.Game.MyInventory
IsItemAt(int position)Sandbox.Game.MyInventoryinline
IsSerialized()VRage.Game.Entity.MyInventoryBaseinlinevirtual
IsUniqueId(uint idToTest)Sandbox.Game.MyInventoryinline
ItemsCanBeAdded(MyFixedPoint amount, IMyInventoryItem item)Sandbox.Game.MyInventoryinlinevirtual
ItemsCanBeRemoved(MyFixedPoint amount, IMyInventoryItem item)Sandbox.Game.MyInventoryinlinevirtual
IterateInventory(int searchIndex, int currentIndex=0)Sandbox.Game.MyInventoryinlinevirtual
MaxItemCountSandbox.Game.MyInventory
MaxMassSandbox.Game.MyInventory
MaxVolumeSandbox.Game.MyInventory
MyInventory()Sandbox.Game.MyInventoryinline
MyInventory(float maxVolume, Vector3 size, MyInventoryFlags flags)Sandbox.Game.MyInventoryinline
MyInventory(float maxVolume, float maxMass, Vector3 size, MyInventoryFlags flags)Sandbox.Game.MyInventoryinline
MyInventory(MyFixedPoint maxVolume, MyFixedPoint maxMass, Vector3 size, MyInventoryFlags flags)Sandbox.Game.MyInventoryinline
MyInventory(MyObjectBuilder_InventoryDefinition definition, MyInventoryFlags flags)Sandbox.Game.MyInventoryinline
MyInventoryBase(string inventoryId)VRage.Game.Entity.MyInventoryBaseinline
OnAddedToContainer()VRage.Game.Components.MyEntityComponentBaseinlinevirtual
OnAddedToScene()VRage.Game.Components.MyComponentBaseinlinevirtual
OnAfterAddedToContainerVRage.Game.Components.MyEntityComponentBasestatic
OnBeforeContentsChanged()Sandbox.Game.MyInventoryinlinevirtual
OnBeforeRemovedFromContainer()VRage.Game.Components.MyEntityComponentBaseinlinevirtual
OnContentsChanged()Sandbox.Game.MyInventoryinlinevirtual
OnOwnerChanged()VRage.Game.Entity.MyInventoryBaseinlineprotected
OnRemovedFromScene()VRage.Game.Components.MyComponentBaseinlinevirtual
OwnerSandbox.Game.MyInventory
OwnerChangedVRage.Game.Entity.MyInventoryBase
PickupItem(MyFloatingObject obj, MyFixedPoint amount)Sandbox.Game.MyInventoryinline
RaiseBeforeContentsChanged()VRage.Game.Entity.MyInventoryBaseinline
RaiseContentsChanged()VRage.Game.Entity.MyInventoryBaseinline
Refresh()Sandbox.Game.MyInventoryinline
Remove(IMyInventoryItem item, MyFixedPoint amount)Sandbox.Game.MyInventoryinlinevirtual
RemoveEntityOnEmptyVRage.Game.Entity.MyInventoryBase
RemoveItemClient(uint itemId)Sandbox.Game.MyInventoryinline
RemoveItems(uint itemId, MyFixedPoint?amount=null, bool sendEvent=true, bool spawn=false, MatrixD?spawnPos=null)Sandbox.Game.MyInventoryinline
VRage::Game::ModAPI::IMyInventory.RemoveItems(uint itemId, VRage.MyFixedPoint?amount=null, bool sendEvent=true, bool spawn=false)VRage.Game.ModAPI.IMyInventory
RemoveItemsAt(int itemIndex, MyFixedPoint?amount=null, bool sendEvent=true, bool spawn=false, MatrixD?spawnPos=null)Sandbox.Game.MyInventoryinline
VRage::Game::ModAPI::IMyInventory.RemoveItemsAt(int itemIndex, VRage.MyFixedPoint?amount=null, bool sendEvent=true, bool spawn=false)VRage.Game.ModAPI.IMyInventory
RemoveItemsInternal(uint itemId, MyFixedPoint amount, bool sendEvent=true)Sandbox.Game.MyInventoryinline
RemoveItemsOfType(MyFixedPoint amount, MyObjectBuilder_PhysicalObject objectBuilder, bool spawn=false)Sandbox.Game.MyInventoryinline
RemoveItemsOfType(MyFixedPoint amount, MyDefinitionId contentId, MyItemFlags flags=MyItemFlags.None, bool spawn=false)Sandbox.Game.MyInventoryinlinevirtual
VRage::Game::ModAPI::IMyInventory.RemoveItemsOfType(VRage.MyFixedPoint amount, MyObjectBuilder_PhysicalObject objectBuilder, bool spawn=false)VRage.Game.ModAPI.IMyInventory
VRage::Game::ModAPI::IMyInventory.RemoveItemsOfType(VRage.MyFixedPoint amount, SerializableDefinitionId contentId, MyItemFlags flags=MyItemFlags.None, bool spawn=false)VRage.Game.ModAPI.IMyInventory
ResetVolume()Sandbox.Game.MyInventoryinline
Serialize(bool copy=false)Sandbox.Game.MyInventoryinlinevirtual
SetContainer(MyComponentContainer container)VRage.Game.Components.MyComponentBaseinlinevirtual
SetFlags(MyInventoryFlags flags)Sandbox.Game.MyInventoryinline
SwapItemClient(int position, int newPosition)Sandbox.Game.MyInventoryinline
SyncTypeSandbox.Game.MyInventory
TakeFloatingObject(MyFloatingObject obj)Sandbox.Game.MyInventoryinline
TestEntityForPickup(MyEntity entity, Vector3D?hitPosition, out MyDefinitionId entityDefId, bool blockManipulatedEntity=true)Sandbox.Game.MyInventoryinline
ToString()VRage.Game.Entity.MyInventoryBaseinline
Transfer(MyInventory src, MyInventory dst, MyDefinitionId contentId, MyItemFlags flags=MyItemFlags.None, MyFixedPoint?amount=null, bool spawn=false)Sandbox.Game.MyInventoryinlinestatic
Transfer(MyInventory src, MyInventory dst, uint srcItemId, int dstIdx=-1, MyFixedPoint?amount=null, bool spawn=false)Sandbox.Game.MyInventoryinlinestatic
TransferAll(MyInventory src, MyInventory dst)Sandbox.Game.MyInventoryinlinestatic
TransferByUser(MyInventory src, MyInventory dst, uint srcItemId, int dstIdx=-1, MyFixedPoint?amount=null)Sandbox.Game.MyInventoryinlinestatic
TransferItemFrom(MyInventory sourceInventory, int sourceItemIndex, int?targetItemIndex=null, bool?stackIfPossible=null, MyFixedPoint?amount=null)Sandbox.Game.MyInventoryinline
VRage::Game::ModAPI::Ingame::IMyInventory.TransferItemFrom(IMyInventory sourceInventory, int sourceItemIndex, int?targetItemIndex=null, bool?stackIfPossible=null, VRage.MyFixedPoint?amount=null)VRage.Game.ModAPI.Ingame.IMyInventory
VRage::Game::ModAPI::IMyInventory.TransferItemFrom(VRage.Game.ModAPI.Ingame.IMyInventory sourceInventory, int sourceItemIndex, int?targetItemIndex=null, bool?stackIfPossible=null, VRage.MyFixedPoint?amount=null, bool checkConnection=true)VRage.Game.ModAPI.IMyInventory
TransferItemsFrom(MyInventoryBase sourceInventory, IMyInventoryItem item, MyFixedPoint amount)Sandbox.Game.MyInventoryinlinevirtual
VRage::Game::ModAPI::Ingame::IMyInventory.TransferItemTo(IMyInventory dst, int sourceItemIndex, int?targetItemIndex=null, bool?stackIfPossible=null, VRage.MyFixedPoint?amount=null)VRage.Game.ModAPI.Ingame.IMyInventory
VRage::Game::ModAPI::IMyInventory.TransferItemTo(VRage.Game.ModAPI.Ingame.IMyInventory dst, int sourceItemIndex, int?targetItemIndex=null, bool?stackIfPossible=null, VRage.MyFixedPoint?amount=null, bool checkConnection=true)VRage.Game.ModAPI.IMyInventory
UpdateGasAmount()Sandbox.Game.MyInventoryinline
UpdateItem(MyDefinitionId contentId, uint?itemId=null, float?amount=null, float?itemHP=null)Sandbox.Game.MyInventoryinline
UpdateItemAmoutClient(uint itemId, MyFixedPoint amount)Sandbox.Game.MyInventoryinline
UserDataSandbox.Game.MyInventory
VolumeFillFactorSandbox.Game.MyInventory