ActionAdventureKit 1.5.4
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base class for items, items are anything character can own some amount of
implementations can define whether they can be used, equipped or both and then implement some logic that happens in those cases
for example a health potion could be used and equipped, when it is equipped it shows up on the characters belt
and when it is used it starts a healing action or just directly adds health
Public Member Functions | |
virtual bool | CanAdd (InventoryBase inventory, int quantity=1) |
virtual bool | OnAdd (InventoryBase inventory, int quantity, out InventoryItem inventoryItem) |
virtual bool | CanUse (CharacterBase character, int quantity=1) |
virtual bool | OnUse (CharacterBase character, int quantity=1) |
virtual bool | CanEquip (CharacterBase character) |
virtual void | OnEquip (CharacterBase character) |
virtual void | OnUnequip (CharacterBase character) |
void | Add (CharacterBase character) |
void | Remove (CharacterBase character) |
void | Add (CharacterActionBase action) |
void | Remove (CharacterActionBase action) |
override string | ToString () |
Public Attributes | |
string | Key |
string | Name |
string | Description |
Sprite | Image |
GameObject | Visual |
ItemCategory | Category |
ItemSlotCategory | Slot |
Properties | |
virtual bool | IsStackable [get] |
virtual bool | IsEquippable [get] |
virtual bool | IsUsable [get] |