Class EventsInventory
Future refactor will/should strip this section of the event bus in favour of a custom event registration system. So devs with needs not handled by this bus can still use a single event bus singleton for all their event needs
[MarkForRefactor("Obselete", "Will be removed in future refactor. No current workaround")]
public class EventsInventory
- Inheritance
-
EventsInventory
- Inherited Members
Methods
TriggerConsumePlayerItem(string, int)
Triggers ConsumePlayerItem
[MarkForRefactor("Obselete", "Will be removed in future refactor. No current workaround")]
public void TriggerConsumePlayerItem(string itemkey, int count = 1)
Parameters
TriggerGivePlayerItem(string, int)
Triggers GivePlayerItem
[MarkForRefactor("Obselete", "Will be removed in future refactor. No current workaround")]
public void TriggerGivePlayerItem(string itemkey, int count = 1)
Parameters
Events
ConsumePlayerItem
Called to consume an item from the player's inventory. (item id, quantity)
[MarkForRefactor("Obselete", "Will be removed in future refactor. No current workaround")]
public event Action<string, int> ConsumePlayerItem
Event Type
GivePlayerItem
Called to add an item of (item id, quantity) to the player's inventory.
[MarkForRefactor("Obselete", "Will be removed in future refactor. No current workaround")]
public event Action<string, int> GivePlayerItem