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AdventureCore.UsableItemSlot Class Reference

Detailed Description

special item slot that instantiates item prefabs and starts actions on them if they have one
the items actual effect(for example healing) is triggered when the action sends an ACT message

https://adventure.softleitner.com/manual/item

Inheritance diagram for AdventureCore.UsableItemSlot:
AdventureCore.ItemSlot< PrefabItem >

Public Member Functions

override void Initialize (CharacterBase character)
 
virtual void Use (InputAction.CallbackContext callbackContext)
 
override bool CanUse (int quantity=1)
 
override void Use (int quantity=1)
 
- Public Member Functions inherited from AdventureCore.ItemSlot< PrefabItem >
override void Initialize (CharacterBase character)
 
override bool CanEquip (InventoryItem inventoryItem, bool clear=true)
 checks if an inventory item can be equipped
 
override void Equip (InventoryItem inventoryItem)
 equips an inventory item(if another item is already equipped it is unequipped first)
 
override void Clear ()
 clears the slot of its currently equipped item
 

Public Attributes

Transform Parent
 
string ActMessage = "ACT"
 
- Public Attributes inherited from AdventureCore.ItemSlot< PrefabItem >
FallbackItem
 

Protected Member Functions

override void onEquippedInventoryItemChanged ()
 
- Protected Member Functions inherited from AdventureCore.ItemSlot< PrefabItem >
override void onIsHiddenChanged ()
 
virtual bool canEquip (T item)
 
virtual void equip (T item)
 
virtual void unequip (T item)
 
virtual void applyVisibility ()
 

Properties

CharacterActionBase CurrentAction [get]
 
- Properties inherited from AdventureCore.ItemSlot< PrefabItem >
EquippedItem [get]
 
override Type ItemType [get]