ActionAdventureKit 1.7.3
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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
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< AttributeStat > | ModifierStats [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 |
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virtual |
checks if the item can be equipped on a character
character | the character the item may be equipped on |
Reimplemented from AdventureCore.ItemBase.
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inline |
applies the modification
attribute | the stat that will be modified |
value | the value before modification |
Implements AdventureCore.IStatModifier.
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get |
modifiers are applied in the order of their priority
this means higher priority modifiers are applied before lower ones
Implements AdventureCore.IStatModifier.
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get |
which stats this modifier applies to
Implements AdventureCore.IStatModifier.