DestinyInventoryBucketDefinition class
An Inventory (be it Character or Profile level) is comprised of many Buckets. An example of a bucket is "Primary Weapons", where all of the primary weapons on a character are gathered together into a single visual element in the UI: a subset of the inventory that has a limited number of slots, and in this case also has an associated Equipment Slot for equipping an item in the bucket.
Item definitions declare what their "default" bucket is ( DestinyInventoryItemDefinition.inventory.bucketTypeHash), and Item instances will tell you which bucket they are currently residing in (DestinyItemComponent. bucketHash). You can use this information along with the DestinyInventoryBucketDefinition to show these items grouped by bucket.
You cannot transfer an item to a bucket that is not its Default without going through a Vendor's "accepted items" (DestinyVendorDefinition.acceptedItems). This is how transfer functionality like the Vault is implemented, as a feature of a Vendor. See the vendor's acceptedItems property for more details.
Constructors
Properties
- bucketOrder ↔ int
-
Use this property to provide a quick-and-dirty recommended ordering for buckets
in the UI. Most UIs will likely want to forsake this for something more custom
and manual.
read / write
- category ↔ int
-
An enum value for what items can be found in the bucket. See the BucketCategory
enum for more details.
read / write
- displayProperties ↔ DestinyDisplayPropertiesDefinition
-
read / write
- enabled ↔ bool
-
If True, this bucket is enabled. Disabled buckets may include buckets that were
included for test purposes, or that were going to be used but then were
abandoned but never removed from content cough.
read / write
- fifo ↔ bool
-
if a FIFO bucket fills up, it will delete the oldest item from said bucket when
a new item tries to be added to it. If this is FALSE, the bucket will not allow
new items to be placed in it until room is made by the user manually deleting
items from it. You can see an example of this with the Postmaster's bucket.
read / write
- hash ↔ int
-
The unique identifier for this entity. Guaranteed to be unique for the type of
entity, but not globally. [...]
read / write
- hashCode → int
-
The hash code for this object. [...]
read-only, inherited
- hasTransferDestination ↔ bool
-
If TRUE, there is at least one Vendor that can transfer items to/from this
bucket. See the DestinyVendorDefinition's acceptedItems property for more
information on how transferring works.
read / write
- index ↔ int
-
The index of the entity as it was found in the investment tables.
read / write
- itemCount ↔ int
-
The maximum # of item "slots" in a bucket. A slot is a given combination of item [...]
read / write
- location ↔ int
-
Sometimes, inventory buckets represent conceptual "locations" in the game that
might not be expected. This value indicates the conceptual location of the
bucket, regardless of where it is actually contained on the character/account. [...]
read / write
- redacted ↔ bool
-
If this is true, then there is an entity with this identifier/type combination,
but BNet is not yet allowed to show it. Sorry!
read / write
- runtimeType → Type
-
A representation of the runtime type of the object.
read-only, inherited
- scope ↔ int
-
Where the bucket is found. 0 = Character, 1 = Account
read / write
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a non-existent method or property is accessed. [...]
inherited
-
toString(
) → String -
Returns a string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator. [...]
inherited