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Corgi Engine v9.3
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Special kind of inventory display, with a dedicated key associated to it, to allow for shortcuts for use and equip More...
Public Types | |
enum | HotbarPossibleAction { Use , Equip } |
the possible actions that can be done on objects in the hotbar More... | |
Public Member Functions | |
virtual void | Action () |
Executed when the key or alt key gets pressed, triggers the specified action More... | |
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virtual void | SetupInventoryDisplay () |
Creates and sets up the inventory display (usually called via the inspector's dedicated button) More... | |
virtual void | Initialization (bool forceRedraw=false) |
Initializes lists and redraws the inventory display More... | |
virtual void | Focus () |
Sets the focus on the first item of the inventory More... | |
virtual InventorySlot | CurrentlySelectedInventorySlot () |
Returns the currently selected inventory slot More... | |
virtual void | SetCurrentlySelectedSlot (InventorySlot slot) |
Sets the currently selected slot More... | |
virtual InventoryDisplay | GoToInventory (int direction) |
Goes to the previous (-1) or next (1) inventory, based on the int direction passed in parameter. More... | |
virtual void | SetReturnInventory (InventoryDisplay inventoryDisplay) |
Sets the return inventory display More... | |
virtual void | ReturnInventoryFocus () |
If possible, returns the focus to the current return inventory focus (after equipping an item, usually) More... | |
virtual void | DisableAllBut (ItemClasses itemClass) |
Disables all the slots in the inventory display, except those from a certain class More... | |
virtual void | ResetDisabledStates () |
Enables back all slots (usually after having disabled some of them) More... | |
virtual void | ChangeTargetInventory (string newInventoryName) |
A public method you can use to change the target inventory of this display to a new inventory More... | |
virtual void | OnMMEvent (MMInventoryEvent inventoryEvent) |
Catches MMInventoryEvents and acts on them More... | |
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void | OnMMEvent (T eventType) |
Public Attributes | |
string | HotbarKey |
the key associated to the hotbar, that will trigger the action when pressed More... | |
string | HotbarAltKey |
the alt key associated to the hotbar More... | |
HotbarPossibleAction | ActionOnKey |
the action associated to the key or alt key press More... | |
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string | TargetInventoryName = "MainInventory" |
the name of the inventory to display More... | |
string | PlayerID = "Player1" |
int | NumberOfRows = 3 |
the number of rows to display More... | |
int | NumberOfColumns = 2 |
the number of columns to display More... | |
InventoryDisplay | TargetChoiceInventory |
ItemClasses | ItemClass |
bool | DrawEmptySlots =true |
if this is true, we'll draw slots even if they don't contain an object. Otherwise we don't draw them More... | |
bool | AllowMovingObjectsToThisInventory = false |
if this is true, the Player will be allowed to move objects from another inventory to this one, using the Move button More... | |
int | PaddingTop = 20 |
The internal margin between the top of the inventory panel and the first slots. More... | |
int | PaddingRight = 20 |
The internal margin between the right of the inventory panel and the last slots. More... | |
int | PaddingBottom = 20 |
The internal margin between the bottom of the inventory panel and the last slots. More... | |
int | PaddingLeft = 20 |
The internal margin between the left of the inventory panel and the first slots. More... | |
InventorySlot | SlotPrefab |
the game object to use as a Slot. If left empty, one will be automatically created at runtime More... | |
Vector2 | SlotSize = new Vector2(50,50) |
the horizontal and vertical size of the slots More... | |
Vector2 | IconSize = new Vector2(30,30) |
the size of the icon in each slot More... | |
Vector2 | SlotMargin = new Vector2(5,5) |
the horizontal and vertical margin to apply between slots rows and columns More... | |
Sprite | EmptySlotImage |
The image to set as the background of each slot when the slot is empty. More... | |
Sprite | FilledSlotImage |
The image to set as the background of each slot when the slot is not empty. More... | |
Sprite | HighlightedSlotImage |
The image to set as the background of each slot when the slot is highlighted. More... | |
Sprite | PressedSlotImage |
The image to set as the background of each slot when the slot is pressed. More... | |
Sprite | DisabledSlotImage |
The image to set as the background of each slot when the slot is disabled. More... | |
Sprite | MovedSlotImage |
The image to set as the background of each slot when the item in the slot is being moved around. More... | |
Image.Type | SlotImageType |
The type of the image (sliced, normal, tiled...) More... | |
bool | EnableNavigation = true |
if true, the engine will automatically create bindings to navigate through the different slots using keyboard or gamepad. More... | |
bool | GetFocusOnStart = false |
if this is true, this inventory display will get the focus on start More... | |
bool | DisplayTitle =true |
if true, will display the panel's title More... | |
string | Title |
the title for the inventory that will be displayed More... | |
Font | TitleFont |
the font used to display the quantity More... | |
int | TitleFontSize =20 |
the font size to use More... | |
Color | TitleColor = Color.black |
the color to display the quantity in More... | |
Vector3 | TitleOffset =Vector3.zero |
the padding (distance to the slot's edge) More... | |
TextAnchor | TitleAlignment = TextAnchor.LowerRight |
where the quantity should be displayed More... | |
Font | QtyFont |
the font used to display the quantity More... | |
int | QtyFontSize =12 |
the font size to use More... | |
Color | QtyColor = Color.black |
the color to display the quantity in More... | |
float | QtyPadding =10f |
the padding (distance to the slot's edge) More... | |
TextAnchor | QtyAlignment = TextAnchor.LowerRight |
where the quantity should be displayed More... | |
InventoryDisplay | PreviousInventory |
InventoryDisplay | NextInventory |
Protected Member Functions | |
override void | OnEnable () |
On Enable, we start listening for MMInventoryEvents More... | |
override void | OnDisable () |
On Disable, we stop listening for MMInventoryEvents More... | |
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virtual void | Awake () |
On Awake, initializes the various lists used to keep track of the content of the inventory More... | |
virtual void | RedrawInventoryDisplay () |
Redraws the inventory display's contents when needed (usually after a change in the target inventory) More... | |
virtual void | InitializeSprites () |
Initializes the sprites. More... | |
virtual void | DrawInventoryTitle () |
Adds and sets up the inventory title child object More... | |
virtual void | AddGridLayoutGroup () |
Adds a grid layout group if there ain't one already More... | |
virtual void | ResizeInventoryDisplay () |
Resizes the inventory panel, taking into account the number of rows/columns, the padding and margin More... | |
virtual void | DrawInventoryContent () |
Draws the content of the inventory (slots and icons) More... | |
virtual void | ContentHasChanged () |
If the content has changed, we draw our inventory panel again More... | |
virtual void | FillLastUpdateContent () |
Fills the last content of the update. More... | |
virtual void | UpdateInventoryContent () |
Draws the content of the inventory (slots and icons) More... | |
virtual void | UpdateSlot (int i) |
Updates the slot's content and appearance More... | |
virtual void | InitializeSlotPrefab () |
Creates the slot prefab to use in all slot creations More... | |
virtual void | DrawSlot (int i) |
Draws the slot and its content (icon, quantity...). More... | |
virtual void | SetupSlotNavigation () |
Setups the slot navigation using Unity's GUI built-in system, so that the user can move using the left/right/up/down arrows More... | |
Additional Inherited Members | |
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static InventoryDisplay | CurrentlyBeingMovedFromInventoryDisplay |
the item currently being moved More... | |
static int | CurrentlyBeingMovedItemIndex = -1 |
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static void | InitializeStatics () |
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Inventory | _targetInventory = null |
List< ItemQuantity > | _contentLastUpdate |
List< int > | _comparison |
SpriteState | _spriteState = new SpriteState() |
InventorySlot | _currentlySelectedSlot |
InventorySlot | _slotPrefab = null |
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Inventory | TargetInventory [get] |
Grabs the target inventory based on its name More... | |
virtual int | InventorySize [getset] |
the total number of slots in this inventory More... | |
virtual GridLayoutGroup | InventoryGrid [getprotected set] |
the grid layout used to display the inventory in rows and columns More... | |
virtual InventoryDisplayTitle | InventoryTitle [getprotected set] |
the gameobject used to display the inventory's name More... | |
virtual RectTransform | InventoryRectTransform [get] |
the main panel More... | |
virtual List< InventorySlot > | SlotContainer [getprotected set] |
an internal list of slots More... | |
virtual InventoryDisplay | ReturnInventory [getprotected set] |
the inventory the focus should return to after an action More... | |
virtual bool | IsOpen [getprotected set] |
whether this inventory display is open or not More... | |
virtual bool | InEquipSelection [getset] |
Special kind of inventory display, with a dedicated key associated to it, to allow for shortcuts for use and equip
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virtual |
Executed when the key or alt key gets pressed, triggers the specified action
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protectedvirtual |
On Disable, we stop listening for MMInventoryEvents
Reimplemented from MoreMountains.InventoryEngine.InventoryDisplay.
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protectedvirtual |
On Enable, we start listening for MMInventoryEvents
Reimplemented from MoreMountains.InventoryEngine.InventoryDisplay.
HotbarPossibleAction MoreMountains.InventoryEngine.InventoryHotbar.ActionOnKey |
the action associated to the key or alt key press
string MoreMountains.InventoryEngine.InventoryHotbar.HotbarAltKey |
the alt key associated to the hotbar
string MoreMountains.InventoryEngine.InventoryHotbar.HotbarKey |
the key associated to the hotbar, that will trigger the action when pressed