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Examples

This section describes the demo scenes from Examples/: what they are made of, which patterns they show, and which files to inspect in code.

Use this page as a map. If you already know what task you are solving, jump straight to the matching demo; otherwise start with the table below.

What Each Demo Shows

Demo Contents
Demo1 Inventories Basic inventory list, simple rules, and drop areas. The simplest item list, basic binding, and local drag/drop checks.
Demo2 Loot Slot synchronization with data. Chest, pickup/drop, and connecting UI to world objects. A "world -> event -> UI -> inventory" flow with chests, pickup/drop, and filters.
Demo3 Craft Crafting grid and result slot.
Demo4 Trading Transfer between different data models, prices, buying and selling, and equipment inventory.
Demo5 Containers Container as item and data source, nested inventory, and cycle protection.
Demo6 Shaped Items Complex-shaped items occupying several slots in a rectangular grid: rotation and drawing the item over slots. Compatible with regular inventories and strategies.

How To Read Demo Pages

Each demo page answers four questions:

  • what the demo shows
  • which runtime objects participate
  • how the main scenario works
  • which files to inspect if you want to move the pattern into your own project

Important Notes

  • Demos show integration patterns, not the only correct architecture.
  • You can combine parts from different demos, such as containers from Demo5 and fixed slots from Demo4.
  • If your domain model is different, you usually change bindings, adapters, and converters, not the base transfer pipeline.

See also: