special slot that redirects to one of a number of other slots
the actual slot currently being used can be rotated through using NextSlot and PreviousSlot
https://adventure.softleitner.com/manual/item
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| override void | Initialize (CharacterBase character) |
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| override void | Equip (InventoryItem inventoryItem) |
| | equips an inventory item(if another item is already equipped it is unequipped first)
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| override void | Clear () |
| | clears the slot of its currently equipped item
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| override void | Show () |
| | shows the slot if it was hidden before
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| override void | Hide () |
| | hides the slot
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| override bool | CanUse (int quantity=1) |
| | checks if the equipped item can be used
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| override void | Use (int quantity=1) |
| | uses the equipped item
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virtual void | NextSlot () |
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virtual void | PreviousSlot () |
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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 bool | CanClear () |
| | checks whether the slot can be cleared of its equipped items
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ItemSlotBase | CurrentSlot [get] |
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override InventoryItem | EquippedInventoryItem [get] |
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override bool | IsInUse [get, set] |
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override Type | ItemType [get] |
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virtual InventoryItem | EquippedInventoryItem [get] |
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virtual bool | IsHidden [get] |
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virtual bool | IsInUse [get, set] |
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Type | ItemType [get] |
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virtual CharacterBase | Character [get] |
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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 void | onUsingItem (int quantity) |
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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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Action< int > | UsingItem |
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◆ CanUse()
| override bool AdventureCore.ItemSlotProxy.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 from AdventureCore.ItemSlotBase.
◆ Clear()
| override void AdventureCore.ItemSlotProxy.Clear |
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| ) |
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virtual |
◆ Equip()
| override void AdventureCore.ItemSlotProxy.Equip |
( |
InventoryItem | inventoryItem | ) |
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virtual |
equips an inventory item(if another item is already equipped it is unequipped first)
- Parameters
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| inventoryItem | the inventory item to equip |
Reimplemented from AdventureCore.ItemSlotBase.
◆ Hide()
| override void AdventureCore.ItemSlotProxy.Hide |
( |
| ) |
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virtual |
◆ Initialize()
| override void AdventureCore.ItemSlotProxy.Initialize |
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CharacterBase | character | ) |
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inlinevirtual |
◆ Show()
| override void AdventureCore.ItemSlotProxy.Show |
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| ) |
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virtual |
◆ Use()
| override void AdventureCore.ItemSlotProxy.Use |
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int | quantity = 1 | ) |
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virtual |