Inventory

Struct Inventory 

Source
pub struct Inventory {
    pub inventory_menu: Menu,
    pub id: i32,
    pub container_menu: Option<Menu>,
    pub container_menu_title: Option<FormattedText>,
    pub carried: ItemStack,
    pub state_id: u32,
    pub quick_craft_status: QuickCraftStatusKind,
    pub quick_craft_kind: QuickCraftKind,
    pub quick_craft_slots: HashSet<u16>,
    pub selected_hotbar_slot: u8,
}
Expand description

A component present on all local players that have an inventory.

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§inventory_menu: Menu

The player’s inventory menu. This is guaranteed to be a Menu::Player.

We keep it as a Menu since Menu has some useful functions that bare azalea_inventory::Player doesn’t have.

§id: i32

The ID of the container that’s currently open.

Its value is not guaranteed to be anything specific, and it may change every time you open a container (unless it’s 0, in which case it means that no container is open).

§container_menu: Option<Menu>

The current container menu that the player has open, or None if no container is open.

§container_menu_title: Option<FormattedText>

The custom name of the menu that’s currently open.

This can only be Some when container_menu is Some.

§carried: ItemStack

The item that is currently held by the cursor, or Slot::Empty if nothing is currently being held.

This is different from Self::selected_hotbar_slot, which is the item that’s selected in the hotbar.

§state_id: u32

An identifier used by the server to track client inventory desyncs.

This is sent on every container click, and it’s only ever updated when the server sends a new container update.

§quick_craft_status: QuickCraftStatusKind§quick_craft_kind: QuickCraftKind§quick_craft_slots: HashSet<u16>

A set of the indexes of the slots that have been right clicked in this “quick craft”.

§selected_hotbar_slot: u8

The index of the item in the hotbar that’s currently being held by the player. This must be in the range 0..=8.

In a vanilla client this is changed by pressing the number keys or using the scroll wheel.

Implementations§

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impl Inventory

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pub fn menu(&self) -> &Menu

Returns a reference to the currently active menu.

If a container is open then it’ll return Self::container_menu, otherwise Self::inventory_menu.

Use Self::menu_mut if you need a mutable reference.

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pub fn menu_mut(&mut self) -> &mut Menu

Returns a mutable reference to the currently active menu.

If a container is open then it’ll return Self::container_menu, otherwise Self::inventory_menu.

Use Self::menu if you don’t need a mutable reference.

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pub fn simulate_click( &mut self, operation: &ClickOperation, player_abilities: &PlayerAbilities, )

Modify the inventory as if the given operation was performed on it.

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pub fn held_item(&self) -> &ItemStack

Get the item in the player’s hotbar that is currently being held in their main hand.

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pub fn get_equipment(&self, equipment_slot: EquipmentSlot) -> Option<&ItemStack>

Get the item at the given equipment slot, or None if the inventory can’t contain that slot.

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

Performs copy-assignment from source. Read more
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impl Component for Inventory
where Self: 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 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_replace() -> Option<for<'w> fn(DeferredWorld<'w>, HookContext)>

Gets the on_replace 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

Formats the value using the given formatter. Read more
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impl Default for Inventory

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fn default() -> Self

Returns the “default value” for a type. Read more

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