Castle Game Engine: CastleItems: Class TInventory

# Class TInventory
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleItems ## Declaration `type TInventory = class(specialize TFPGObjectList<TInventoryItem>)` ## Description List of items, with a 3D object (like a player or creature) owning these items. Do not directly change this list, always use the owner (T3DAliveWithInventory) methods like T3DAliveWithInventory.PickItem or T3DAliveWithInventory.DropItem. They make sure that items are correctly stacked, and that TInventoryItem.Owner3D and memory management is good. ## Hierarchy TFPGObjectList TInventory ## Overview ### Methods
| `constructor Create(const AOwner3D: T3DAliveWithInventory);`
| `function FindResource(Resource: TItemResource): Integer;`
### Properties
| `property Owner3D: T3DAliveWithInventory read FOwner3D;`
## Description ### Methods
| `constructor Create(const AOwner3D: T3DAliveWithInventory);`
| `function FindResource(Resource: TItemResource): Integer;`
Searches for item of given Resource. Returns index of first found, or -1 if not found.
### Properties
| `property Owner3D: T3DAliveWithInventory read FOwner3D;`
Owner of the inventory (like a player or creature). Never `Nil`, always valid for given inventory. All items on this list always have the same TInventoryItem.Owner3D value as the inventory they are in.
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