ActionAdventureKit 1.9.1
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special equipment item that has a "Durability" float value
if that value falls to 0 the item is unequipped and cant be equipped again
Public Member Functions | |
override T | OnValueChanging< T > (InventoryBase inventory, InventoryItem inventoryItem, string key, T value) |
called whenever an item value is about to change gives the item a chance to change the new value or react to the change for example by enforcing bounds or by unequipping the item | |
override void | OnAdded (InventoryBase inventory, InventoryItem inventoryItem) |
called when a new inventory item of the item is created in an inventory | |
override bool | CanEquip (CharacterBase character, InventoryItem inventoryItem) |
checks if the item can be equipped on a character | |
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override bool | CanEquip (CharacterBase character, InventoryItem inventoryItem) |
checks if the item can be equipped on a character | |
override void | OnEquip (CharacterBase character, InventoryItem inventoryItem) |
called when the item gets equipped on a character can be used to apply effects like attribute modifications | |
override void | OnUnequip (CharacterBase character, InventoryItem inventoryItem) |
called when the item gets unequipped from a character can be used to remove effects like attribute modifications | |
int | Modify (AttributeStat stat, int value) |
applies the modification | |
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virtual ? bool | CanAdd (InventoryBase inventory, int quantity=1, bool fully=true) |
checks if a quantity can be added in cases where the adding is handled by OnAdd(InventoryBase, int, out int) | |
virtual bool | OnAdd (InventoryBase inventory, int quantity, out int remaining) |
signals to the item that a quantity of it is about to be added to an inventory gives the item a chance to interfere in that process and do something else instead for example items that added different items or are used instead of being added | |
virtual ? bool | CanRemove (InventoryBase inventory, InventoryItem inventoryItem, int quantity=1, bool fully=true) |
checks if a quantity can be added in cases where the adding is handled by OnAdd(InventoryBase, int, out int) | |
virtual void | OnRemoved (InventoryBase inventory, InventoryItem inventoryItem) |
signals to the item that a quantity of it has been removed from an inventory | |
virtual bool | CanUse (CharacterBase character, InventoryItem inventoryItem, int quantity=1) |
checks if the specified quantity of the item can be used on a character | |
virtual bool | OnUse (CharacterBase character, InventoryItem inventoryItem, int quantity=1) |
uses a quantity of the item on a character | |
void | Add (CharacterBase character) |
adds one of this item to a character, this method can be called from events in the inspector by dragging the item into the target | |
void | Remove (CharacterBase character) |
removes one of this item from a character, this method can be called from events in the inspector by dragging the item into the target | |
void | Add (CharacterActionBase action) |
adds one of this item to the character currently associated with an action, this method can be called from events in the inspector by dragging the item into the target | |
void | Remove (CharacterActionBase action) |
removes one of this item from the character currently associated with an action, this method can be called from events in the inspector by dragging the item into the target | |
override string | ToString () |
Public Attributes | |
string | ValueKey = "Durability" |
float | ValueMaximum = 1f |
float | ValueMinimum = 0f |
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AttributeValue[] | AttributeRequirements |
AttributeValue[] | StatRequirements |
AttributeValue[] | AttributeValues |
AttributeStatValue[] | StatValues |
EffectType[] | Effects |
CharacterInstructionBase[] | Instructions |
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Transform | Prefab |
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string | Key |
string | Name |
string | Description |
Sprite | Image |
GameObject | Visual |
ItemCategory | Category |
ItemSlotCategory | Slot |
Additional Inherited Members | |
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override bool | IsEquippable [get] |
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override bool | IsEquippable [get] |
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virtual bool | IsStackable [get] |
whether whether multiple items can be stacked in one inventory item | |
virtual bool | IsEquippable [get] |
whether the item can be equipped to a slot | |
virtual bool | IsUsable [get] |
whether the item can be used | |
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inlinevirtual |
checks if the item can be equipped on a character
character | the character the item may be equipped on |
inventoryItem | the inventory item to equip |
Reimplemented from AdventureCore.ItemBase.
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inlinevirtual |
called when a new inventory item of the item is created in an inventory
inventory | the inventory the item has been added to |
inventoryItem | the new inventory item |
Reimplemented from AdventureCore.ItemBase.
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inlinevirtual |
called whenever an item value is about to change
gives the item a chance to change the new value or react to the change
for example by enforcing bounds or by unequipping the item
T |
inventory | the inventory they contains the item |
inventoryItem | the entry in the inventory they is changing |
key | key of the item value that is changing |
value | the new value that is about to be assigned |
Reimplemented from AdventureCore.ItemBase.