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AdventureSouls.SoulsArmorItem Class Reference

Detailed Description

item that is visualized with a mesh renderer and carries some stat bonuses
the logic that actually applies the bonuses and shows the mesh sits in SoulsArmorSlot
this is done because the slot has access to the character while the item carries no runtime data

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

Inheritance diagram for AdventureSouls.SoulsArmorItem:
AdventureCore.ItemBase AdventureCore.IStatModifier

Public Member Functions

override bool CanEquip (CharacterBase character)
 checks if the item can be equipped on a character
 
int Modify (AttributeStat stat, int value)
 applies the modification
 
- 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 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

SkinnedMeshRenderer Prefab
 
AttributeStatValue[] StatValues
 
AttributeValue[] Requirements
 
- Public Attributes inherited from AdventureCore.ItemBase
string Key
 
string Name
 
string Description
 
Sprite Image
 
GameObject Visual
 
ItemCategory Category
 
ItemSlotCategory Slot
 

Properties

override bool IsEquippable [get]
 
int ModifierPriority [get]
 modifiers are applied in the order of their priority
this means higher priority modifiers are applied before lower ones
 
IEnumerable< AttributeStatModifierStats [get]
 which stats this modifier applies to
 
- 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
 
- Properties inherited from AdventureCore.IStatModifier

Member Function Documentation

◆ CanEquip()

override bool AdventureSouls.SoulsArmorItem.CanEquip ( CharacterBase character)
virtual

checks if the item can be equipped on a character

Parameters
characterthe character the item may be equipped on
Returns
true if the item may be equipped

Reimplemented from AdventureCore.ItemBase.

◆ Modify()

int AdventureSouls.SoulsArmorItem.Modify ( AttributeStat stat,
int value )
inline

applies the modification

Parameters
attributethe stat that will be modified
valuethe value before modification
Returns
the modified value

Implements AdventureCore.IStatModifier.

Property Documentation

◆ ModifierPriority

int AdventureSouls.SoulsArmorItem.ModifierPriority
get

modifiers are applied in the order of their priority
this means higher priority modifiers are applied before lower ones

Implements AdventureCore.IStatModifier.

◆ ModifierStats

IEnumerable<AttributeStat> AdventureSouls.SoulsArmorItem.ModifierStats
get

which stats this modifier applies to

Implements AdventureCore.IStatModifier.