> For the complete documentation index, see [llms.txt](https://docs.sparkframework.dev/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.sparkframework.dev/documentation/developer-guide/plugins/itembar/api.md).

# API

**Assembly:** `Spark.ItemBar` **Interface:** `IItemBarPlugin` **Implementation:** `ItemBarPlugin`

## Interface

```csharp
public interface IItemBarPlugin
{
    void RegisterItemBarEntity(ItemBarEntity entity);
    void UnregisterItemBarEntity(ItemBarEntity entity);
    void SelectSlot(GameObject target, int slotIndex);
    void CycleSlot(GameObject target, int direction);
    int GetSelectedSlotIndex(GameObject target);
    ItemBarSlot GetSelectedSlot(GameObject target);
}
```

## ItemBarEntry

Extends `SparkDatabaseEntry`. Defines item bar behavior.

| Field              | Type                | Description                 |
| ------------------ | ------------------- | --------------------------- |
| `allowedItemTypes` | List\<ItemTypeBase> | Item types this bar accepts |

**Methods:**

```csharp
bool CanAcceptItemType(ItemTypeBase itemType)
bool CanAcceptItem(ItemEntry itemEntry)
bool CanAcceptItem(ItemInstance itemInstance)
```

## ItemBarSlot

Represents a single slot in the item bar.

**Methods:**

```csharp
ItemInstance GetSlottedItem()
bool HasItem()
bool IsEmpty()
bool IsLocked()
void SetLocked(bool locked)
bool CanSlotItem(ItemInstance item)
void SlotItem(ItemInstance item)
ItemInstance RemoveItem()
ItemInstance SwapItem(ItemInstance newItem)
```

**Events:** `OnSlotChanged`, `OnItemSlotted`, `OnItemRemoved`

## Commands

| Command                    | Fields                         | Description     |
| -------------------------- | ------------------------------ | --------------- |
| `SelectItemBarSlotCommand` | target (GameObject), slotIndex | Select a slot   |
| `CycleItemBarSlotCommand`  | target (GameObject), direction | Cycle selection |

## Components

### ItemBarEntity

MonoBehaviour that manages an item bar on an entity.

**Configuration:**

| Field                   | Type                 | Description              |
| ----------------------- | -------------------- | ------------------------ |
| `numberOfSlots`         | int                  | Slot count (1-20)        |
| `selectedSlotIndex`     | int                  | Initially selected slot  |
| `scrollInputAction`     | InputActionReference | Scroll wheel input       |
| `enableScrollCycling`   | bool                 | Scroll to cycle slots    |
| `invertScrollDirection` | bool                 | Reverse scroll direction |
| `autoEquipItems`        | bool                 | Auto-equip slotted items |
| `equipmentEntity`       | EquipmentEntity      | Equipment reference      |
| `isPersistent`          | bool                 | Save to disk             |
| `loadOnInitialize`      | bool                 | Load from save on enable |
| `autoSaveOnChange`      | bool                 | Save on every change     |

**Methods:**

```csharp
void SelectSlot(int slotIndex)
void CycleSlot(int direction)
int GetSelectedSlotIndex()
ItemBarSlot GetSelectedSlot()
ItemBarSlot GetSlot(int index)
ItemBarSlot[] GetAllSlots()
void SetSlotItem(int slotIndex, ItemInstance item)
ItemInstance GetSlotItem(int slotIndex)
void ClearSlot(int slotIndex)
void SaveItemBarState()
void LoadItemBarState()
```

Integrates with the Rules plugin to prevent slot switching while UI is open or abilities are active.

**Events:** `OnSlotSelected`, `OnSlotItemChanged`

## Save Data

### ItemBarPluginSaveData

Extends `SaveDataEntry`.

**Methods:**

```csharp
void SaveItemBar(string entityId, int selectedSlot, ItemBarSlot[] slots)
SerializedItemBarData GetItemBarData(string entityId)
bool HasItemBarData(string entityId)
void RemoveItemBar(string entityId)
void ClearAllItemBars()
```

### SerializedItemBarData

| Field               | Type                             | Description   |
| ------------------- | -------------------------------- | ------------- |
| `entityId`          | string                           | Owner entity  |
| `selectedSlotIndex` | int                              | Selected slot |
| `slots`             | List\<SerializedItemBarSlotData> | Slot contents |

### SerializedItemBarSlotData

| Field         | Type   | Description   |
| ------------- | ------ | ------------- |
| `slotIndex`   | int    | Slot position |
| `itemEntryId` | string | Item in slot  |
| `quantity`    | int    | Stack count   |
| `isLocked`    | bool   | Lock state    |

## Usage

```csharp
var itemBar = Spark.GetPlugin<IItemBarPlugin>();
if (itemBar != null)
{
    // Select a slot
    itemBar.SelectSlot(playerObject, 0);

    // Cycle through slots
    itemBar.CycleSlot(playerObject, 1);  // Next
    itemBar.CycleSlot(playerObject, -1); // Previous

    // Get selected slot
    var slot = itemBar.GetSelectedSlot(playerObject);
    if (slot.HasItem())
    {
        Debug.Log($"Selected: {slot.GetSlottedItem().GetDisplayName()}");
    }
}
```


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