ActionAdventureKit 1.7.3
|
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, 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 | CanUse (CharacterBase character, int quantity=1) |
checks if the specified quantity of the item can be used on a character | |
virtual bool | OnUse (CharacterBase character, int quantity=1) |
uses a quantity of the item on a character | |
virtual bool | CanEquip (CharacterBase character) |
checks if the item can be equipped on a character | |
virtual void | OnEquip (CharacterBase character) |
called when the item gets equipped on a character can be used to apply effects like attribute modifications | |
virtual void | OnUnequip (CharacterBase character) |
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 () |
Public Attributes | |
string | Key |
string | Name |
string | Description |
Sprite | Image |
GameObject | Visual |
ItemCategory | Category |
ItemSlotCategory | Slot |
void AdventureCore.ItemBase.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
character | the charracter the item is added to |
void AdventureCore.ItemBase.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
character | the charracter the item is added to |
|
virtual |
checks if a quantity can be added in cases where the adding is handled by OnAdd(InventoryBase, int, out int)
inventory | the inventory the item is about to be added to |
quantity | the quantit of the items that is about to be added to the inventory |
fully | whether the full quantity has to be added |
Reimplemented in AdventureCore.CapacityRaisingItem, AdventureCore.PlaceholderItem, and AdventureCore.UsableItem.
|
virtual |
checks if the item can be equipped on a character
character | the character the item may be equipped on |
Reimplemented in AdventureCore.EquipmentItem, AdventureSouls.SoulsArmorItem, and AdventureSouls.SoulsWeaponItem.
|
virtual |
checks if the specified quantity of the item can be used on a character
character | the character the item may be used on |
quantity | how many items may be used |
|
inlinevirtual |
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
inventory | the inventory the item is about to be added to |
quantity | the quantit of the items that is about to be added to the inventory |
remaining | the remaining quantity if adding was handled by the item |
Reimplemented in AdventureCore.CapacityRaisingItem, AdventureCore.PlaceholderItem, and AdventureCore.UsableItem.
|
inlinevirtual |
called when the item gets equipped on a character
can be used to apply effects like attribute modifications
character | the character the item is equipped on |
Reimplemented in AdventureCore.EquipmentItem.
|
inlinevirtual |
called when the item gets unequipped from a character
can be used to remove effects like attribute modifications
character | the character the item was equipped on |
Reimplemented in AdventureCore.EquipmentItem.
|
virtual |
uses a quantity of the item on a character
character | the character to use the items on |
quantity | how many items to use |
Reimplemented in AdventureCore.UsableItem, and AdventureSouls.SoulsUsableItem.
void AdventureCore.ItemBase.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
character | the charracter the item is removed from |
void AdventureCore.ItemBase.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
character | the charracter the item is removed from |