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ActionAdventureKit 1.9.3
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an item that has no logic itself, can be used for items that are only checked for existence like keys
Public Attributes | |
| bool | Stackable |
Public Attributes inherited from AdventureCore.ItemBase | |
| string | Key |
| string | Name |
| string | Description |
| Sprite | Image |
| GameObject | Visual |
| ItemCategory | Category |
| ItemSlotCategory | Slot |
Properties | |
| override bool | IsStackable [get] |
Properties inherited from AdventureCore.ItemBase | |
| 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 | |
Additional Inherited Members | |
Public Member Functions inherited from AdventureCore.ItemBase | |
| virtual 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 | |
| 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 void | OnAdded (InventoryBase inventory, InventoryItem inventoryItem) |
| called when a new inventory item of the item is created in an inventory | |
| 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 | |
| virtual bool | CanEquip (CharacterBase character, InventoryItem inventoryItem) |
| checks if the item can be equipped on a character | |
| virtual void | OnEquip (CharacterBase character, InventoryItem inventoryItem) |
| called when the item gets equipped on a character can be used to apply effects like attribute modifications | |
| virtual void | OnUnequip (CharacterBase character, InventoryItem inventoryItem) |
| called when the item gets unequipped from a character can be used to remove effects like attribute modifications | |
| 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 () |