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Inventory

Struct Inventory 

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pub struct Inventory {
    pub readonly: bool,
    /* private fields */
}

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§readonly: bool

Makes an inventory read-only for clients. This will prevent adding or removing items. If this is a player inventory This will also make it impossible to drop items while not in the inventory (e.g. by pressing Q)

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impl Inventory

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pub fn new(kind: InventoryKind) -> Inventory

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pub fn with_title<'a, T>(kind: InventoryKind, title: T) -> Inventory
where T: IntoText<'a>,

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pub fn slot(&self, idx: u16) -> &ItemStack

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pub fn set_slot<I>(&mut self, idx: u16, item: I)
where I: Into<ItemStack>,

Sets the slot at the given index to the given item stack.

See also Inventory::replace_slot.

let mut inv = Inventory::new(InventoryKind::Generic9x1);
inv.set_slot(0, ItemStack::new(ItemKind::Diamond, 1));
assert_eq!(inv.slot(0).item, ItemKind::Diamond);
§Panics

If the slot index is out of bounds.

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pub fn replace_slot<I>(&mut self, idx: u16, item: I) -> ItemStack
where I: Into<ItemStack>,

Replaces the slot at the given index with the given item stack, and returns the old stack in that slot.

See also Inventory::set_slot.

let mut inv = Inventory::new(InventoryKind::Generic9x1);
inv.set_slot(0, ItemStack::new(ItemKind::Diamond, 1));
let old = inv.replace_slot(0, ItemStack::new(ItemKind::IronIngot, 1));
assert_eq!(old.item, ItemKind::Diamond);
§Panics

If the slot index is out of bounds.

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pub fn swap_slot(&mut self, idx_a: u16, idx_b: u16)

Swap the contents of two slots. If the slots are the same, nothing happens.

let mut inv = Inventory::new(InventoryKind::Generic9x1);
inv.set_slot(0, ItemStack::new(ItemKind::Diamond, 1));
assert!(inv.slot(1).is_empty());
inv.swap_slot(0, 1);
assert_eq!(inv.slot(1).item, ItemKind::Diamond);
§Panics

If either slot index is out of bounds.

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pub fn set_slot_amount(&mut self, idx: u16, amount: i8)

Set the amount of items in the given slot without replacing the slot entirely. Valid values are 1-127, inclusive, and amount will be clamped to this range. If the slot is empty, nothing happens.

let mut inv = Inventory::new(InventoryKind::Generic9x1);
inv.set_slot(0, ItemStack::new(ItemKind::Diamond, 1));
inv.set_slot_amount(0, 64);
assert_eq!(inv.slot(0).count, 64);
§Panics

If the slot index is out of bounds.

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pub fn slot_count(&self) -> u16

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pub fn slots( &self, ) -> impl ExactSizeIterator + DoubleEndedIterator + FusedIterator + Clone

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pub fn kind(&self) -> InventoryKind

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pub fn title(&self) -> &Text

The text displayed on the inventory’s title bar.

let inv = Inventory::with_title(InventoryKind::Generic9x3, "Box of Holding");
assert_eq!(inv.title(), &Text::from("Box of Holding"));
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pub fn set_title<'a, T>(&mut self, title: T)
where T: IntoText<'a>,

Set the text displayed on the inventory’s title bar.

To get the old title, use Inventory::replace_title.

let mut inv = Inventory::new(InventoryKind::Generic9x3);
inv.set_title("Box of Holding");
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pub fn replace_title<'a, T>(&mut self, title: T) -> Text
where T: IntoText<'a>,

Replace the text displayed on the inventory’s title bar, and returns the old text.

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pub fn first_empty_slot_in(&self, range: Range<u16>) -> Option<u16>

Returns the first empty slot in the given range, or None if there are no empty slots in the range.

let mut inv = Inventory::new(InventoryKind::Generic9x1);
inv.set_slot(0, ItemStack::new(ItemKind::Diamond, 1));
inv.set_slot(2, ItemStack::new(ItemKind::GoldIngot, 1));
inv.set_slot(3, ItemStack::new(ItemKind::IronIngot, 1));
assert_eq!(inv.first_empty_slot_in(0..6), Some(1));
assert_eq!(inv.first_empty_slot_in(2..6), Some(4));
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pub fn first_empty_slot(&self) -> Option<u16>

Returns the first empty slot in the inventory, or None if there are no empty slots.

let mut inv = Inventory::new(InventoryKind::Generic9x1);
inv.set_slot(0, ItemStack::new(ItemKind::Diamond, 1));
inv.set_slot(2, ItemStack::new(ItemKind::GoldIngot, 1));
inv.set_slot(3, ItemStack::new(ItemKind::IronIngot, 1));
assert_eq!(inv.first_empty_slot(), Some(1));
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pub fn first_slot_with_item_in( &self, item: ItemKind, stack_max: i8, range: Range<u16>, ) -> Option<u16>

Returns the first slot with the given ItemKind in the inventory where count < stack_max, or None if there are no empty slots.

let mut inv = Inventory::new(InventoryKind::Generic9x1);
inv.set_slot(0, ItemStack::new(ItemKind::Diamond, 1));
inv.set_slot(2, ItemStack::new(ItemKind::GoldIngot, 64));
inv.set_slot(3, ItemStack::new(ItemKind::IronIngot, 1));
inv.set_slot(4, ItemStack::new(ItemKind::GoldIngot, 1));
assert_eq!(
    inv.first_slot_with_item_in(ItemKind::GoldIngot, 64, 0..5),
    Some(4)
);
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pub fn first_slot_with_item(&self, item: ItemKind, stack_max: i8) -> Option<u16>

Returns the first slot with the given ItemKind in the inventory where count < stack_max, or None if there are no empty slots.

let mut inv = Inventory::new(InventoryKind::Generic9x1);
inv.set_slot(0, ItemStack::new(ItemKind::Diamond, 1));
inv.set_slot(2, ItemStack::new(ItemKind::GoldIngot, 64));
inv.set_slot(3, ItemStack::new(ItemKind::IronIngot, 1));
inv.set_slot(4, ItemStack::new(ItemKind::GoldIngot, 1));
assert_eq!(inv.first_slot_with_item(ItemKind::GoldIngot, 64), Some(4));

Trait Implementations§

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impl Clone for Inventory

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fn clone(&self) -> Inventory

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for Inventory
where Inventory: Send + Sync + 'static,

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const STORAGE_TYPE: StorageType = bevy_ecs::component::StorageType::Table

A constant indicating the storage type used for this component.
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type Mutability = Mutable

A marker type to assist Bevy with determining if this component is mutable, or immutable. Mutable components will have Component<Mutability = Mutable>, while immutable components will instead have Component<Mutability = Immutable>. Read more
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fn register_required_components( _requiree: ComponentId, required_components: &mut RequiredComponentsRegistrator<'_, '_>, )

Registers required components. Read more
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fn clone_behavior() -> ComponentCloneBehavior

Called when registering this component, allowing to override clone function (or disable cloning altogether) for this component. Read more
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fn relationship_accessor() -> Option<ComponentRelationshipAccessor<Inventory>>

Returns ComponentRelationshipAccessor required for working with relationships in dynamic contexts. Read more
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fn on_add() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_add ComponentHook for this Component if one is defined.
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fn on_insert() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_insert ComponentHook for this Component if one is defined.
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fn on_discard() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_discard ComponentHook for this Component if one is defined.
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fn on_remove() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_remove ComponentHook for this Component if one is defined.
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fn on_despawn() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_despawn ComponentHook for this Component if one is defined.
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fn map_entities<E>(_this: &mut Self, _mapper: &mut E)
where E: EntityMapper,

Maps the entities on this component using the given EntityMapper. This is used to remap entities in contexts like scenes and entity cloning. When deriving Component, this is populated by annotating fields containing entities with #[entities] Read more
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impl Debug for Inventory

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more

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where C: Component,

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fn component_ids( components: &mut ComponentsRegistrator<'_>, ) -> impl Iterator<Item = ComponentId> + use<C>

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fn get_component_ids( components: &Components, ) -> impl Iterator<Item = Option<ComponentId>>

Return a iterator over this Bundle’s component ids. This will be None if the component has not been registered.
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impl<C> BundleFromComponents for C
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unsafe fn from_components<T, F>(ctx: &mut T, func: &mut F) -> C
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🔬This is a nightly-only experimental API. (clone_to_uninit)
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type Effect = ()

An operation on the entity that happens after inserting this bundle.
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unsafe fn get_components( ptr: MovingPtr<'_, C>, func: &mut impl FnMut(StorageType, OwningPtr<'_>), ) -> <C as DynamicBundle>::Effect

Moves the components out of the bundle. Read more
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unsafe fn apply_effect( _ptr: MovingPtr<'_, MaybeUninit<C>>, _entity: &mut EntityWorldMut<'_>, )

Applies the after-effects of spawning this bundle. Read more
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