ActionAdventureKit 1.7.3
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equipment items can be assigned to equipment buttons, when the assigned button is pressed the action on the instantiated item is started
Public Attributes | |
CharacterActionBase | Prefab |
Public Attributes inherited from AdventureCore.ItemBase | |
string | Key |
string | Name |
string | Description |
Sprite | Image |
GameObject | Visual |
ItemCategory | Category |
ItemSlotCategory | Slot |
Properties | |
override bool | IsStackable [get] |
override bool | IsUsable [get] |
Properties inherited from AdventureCore.ItemBase | |
virtual bool | IsStackable [get] |
whether whether multiple items can be stacked in one inventory item | |
virtual bool | IsEquippable [get] |
whether the item can be equipped to a slot | |
virtual bool | IsUsable [get] |
whether the item can be used | |
Additional Inherited Members | |
Public Member Functions inherited from AdventureCore.ItemBase | |
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 () |