non-generic base class for item slots, usually the generic ItemSlot<T> should be derived from this
https://adventure.softleitner.com/manual/item
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virtual void | Initialize (CharacterBase character) |
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virtual bool | CanEquipPrevious (bool clear=true) |
| checks if the slot can switch its equipped item to the previous one in its characters inventory
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virtual bool | EquipPrevious (bool clear=true) |
| equips the previous item in its characters inventory
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virtual bool | CanEquipNext (bool clear=true) |
| checks if the slot can switch its equipped item to the next one in its characters inventory
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virtual bool | EquipNext (bool clear=true) |
| equips the next item in its characters inventory
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virtual bool | CanEquip (InventoryItem inventoryItem, bool clear=true) |
| checks if an inventory item can be equipped
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virtual void | Equip (InventoryItem inventoryItem) |
| equips an inventory item(if another item is already equipped it is unequipped first)
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virtual bool | CanClear () |
| checks whether the slot can be cleared of its equipped items
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virtual void | Clear () |
| clears the slot of its currently equipped item
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virtual void | Show () |
| shows the slot if it was hidden before
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virtual void | Hide () |
| hides the slot
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virtual bool | CanUse (int quantity=1) |
| checks if the equipped item can be used
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virtual void | Use (int quantity=1) |
| uses the equipped item
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virtual InventoryItem | getPrevious (bool clear=true) |
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virtual InventoryItem | getNext (bool clear=true) |
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virtual void | onEquippedInventoryItemChanged () |
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virtual void | onIsInUseChanged () |
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virtual void | onIsHiddenChanged () |
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virtual InventoryItem | EquippedInventoryItem [get] |
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bool | IsHidden [get] |
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virtual bool | IsInUse [get, set] |
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Type | ItemType [get] |
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CharacterBase | Character [get] |
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Action< bool > | IsInUseChanged |
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Action< bool > | IsHiddenChanged |
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Action< InventoryItem > | EquippedInventoryItemChanged |
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◆ CanClear()
virtual bool AdventureCore.ItemSlotBase.CanClear |
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inlinevirtual |
checks whether the slot can be cleared of its equipped items
- Returns
- true if it is possible to unequip the current item
◆ CanEquip()
virtual bool AdventureCore.ItemSlotBase.CanEquip |
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InventoryItem | inventoryItem, |
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bool | clear = true ) |
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inlinevirtual |
checks if an inventory item can be equipped
- Parameters
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inventoryItem | the inventory item to equip |
clear | whether clearing the slot by equipping null is valid |
- Returns
- true if the item can be equipped
Reimplemented in AdventureCore.ItemSlot< T >.
◆ CanEquipNext()
virtual bool AdventureCore.ItemSlotBase.CanEquipNext |
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bool | clear = true | ) |
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inlinevirtual |
checks if the slot can switch its equipped item to the next one in its characters inventory
- Parameters
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clear | whether one of the spaces to switch into is empty |
- Returns
- whether switching is possible
◆ CanEquipPrevious()
virtual bool AdventureCore.ItemSlotBase.CanEquipPrevious |
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bool | clear = true | ) |
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inlinevirtual |
checks if the slot can switch its equipped item to the previous one in its characters inventory
- Parameters
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clear | whether one of the spaces to switch into is empty |
- Returns
- whether switching is possible
◆ CanUse()
virtual bool AdventureCore.ItemSlotBase.CanUse |
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int | quantity = 1 | ) |
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virtual |
checks if the equipped item can be used
- Parameters
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quantity | how many of the item to use |
- Returns
- true if the equipped item can be used
Reimplemented in AdventureCore.ItemSlotProxy.
◆ Clear()
virtual void AdventureCore.ItemSlotBase.Clear |
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inlinevirtual |
◆ Equip()
virtual void AdventureCore.ItemSlotBase.Equip |
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InventoryItem | inventoryItem | ) |
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inlinevirtual |
◆ EquipNext()
virtual bool AdventureCore.ItemSlotBase.EquipNext |
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bool | clear = true | ) |
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inlinevirtual |
equips the next item in its characters inventory
- Parameters
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clear | whether one of the spaces to switch into is empty |
- Returns
- whether a different item was equipped
◆ EquipPrevious()
virtual bool AdventureCore.ItemSlotBase.EquipPrevious |
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bool | clear = true | ) |
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inlinevirtual |
equips the previous item in its characters inventory
- Parameters
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clear | whether one of the spaces to switch into is empty |
- Returns
- whether a different item was equipped
◆ Hide()
virtual void AdventureCore.ItemSlotBase.Hide |
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inlinevirtual |
◆ Show()
virtual void AdventureCore.ItemSlotBase.Show |
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inlinevirtual |
◆ Use()
virtual void AdventureCore.ItemSlotBase.Use |
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int | quantity = 1 | ) |
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virtual |