special item slot proxy that rebinds input to the current usable slot when the slots behind the proxy are rotated through
https://adventure.softleitner.com/manual/item
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void | BindInput (InputAction inputAction) |
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void | UnbindInput (InputAction inputAction) |
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override void | NextSlot () |
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override void | PreviousSlot () |
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override void | Initialize (CharacterBase character) |
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override void | Equip (InventoryItem inventoryItem) |
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override void | Clear () |
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override void | Show () |
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override void | Hide () |
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override bool | CanUse (int quantity=1) |
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override void | Use (int quantity=1) |
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virtual void | EquipPrevious (bool clear=true) |
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virtual void | EquipNext (bool clear=true) |
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virtual bool | CanEquip (InventoryItem inventoryItem) |
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SoulsUsableSlot | CurrentUsableSlot [get] |
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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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bool | IsHidden [get] |
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virtual bool | IsInUse [get, set] |
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Type | ItemType [get] |
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CharacterBase | Character [get] |
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ItemSlotBase[] | Slots |
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string | Key |
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ItemSlotCategory | Category |
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int | Index |
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virtual void | onEquippedInventoryItemChanged () |
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virtual void | onIsInUseChanged () |
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Action< bool > | IsInUseChanged |
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Action< InventoryItem > | EquippedInventoryItemChanged |
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◆ NextSlot()
override void AdventureSouls.SoulsUsableSlots.NextSlot |
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inlinevirtual |
◆ PreviousSlot()
override void AdventureSouls.SoulsUsableSlots.PreviousSlot |
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inlinevirtual |