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Corgi Engine v9.4
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Base class for inventory items, meant to be extended. Will handle base properties and drop spawn. More...
Public Member Functions | |
| virtual Inventory | TargetInventory (string playerID) |
| Gets the target inventory. | |
| virtual Inventory | TargetEquipmentInventory (string playerID) |
| Gets the target equipment inventory. | |
| virtual InventoryItem | Copy () |
| Copies an item into a new one. | |
| virtual GameObject | SpawnPrefab (string playerID) |
| Spawns the associated prefab. | |
| virtual bool | Pick (string playerID) |
| What happens when the object is picked - override this to add your own behaviors. | |
| virtual bool | Use (string playerID) |
| What happens when the object is used - override this to add your own behaviors. | |
| virtual bool | Equip (string playerID) |
| What happens when the object is equipped - override this to add your own behaviors. | |
| virtual bool | UnEquip (string playerID) |
| What happens when the object is unequipped (called when dropped) - override this to add your own behaviors. | |
| virtual void | Swap (string playerID) |
| What happens when the object gets swapped for another object. | |
| virtual bool | Drop (string playerID) |
| What happens when the object is dropped - override this to add your own behaviors. | |
Static Public Member Functions | |
| static bool | IsNull (InventoryItem item) |
| Determines if an item is null or not. | |
Public Attributes | |
| string | ItemID |
| the (unique) ID of the item | |
| string | TargetInventoryName = "MainInventory" |
| the inventory name into which this item will be stored | |
| bool | ForceSlotIndex = false |
| if this is true, the item won't be added anywhere's there's room in the inventory, but instead at the specified TargetIndex slot | |
| int | TargetIndex = 0 |
| if ForceSlotIndex is true, this is the index at which the item will be added in the target inventory | |
| bool | Usable = false |
| whether or not this item can be "used" (via the Use method) - important, this is only the INITIAL state of this object, IsUsable is to be used anytime after that | |
| bool | Consumable = true |
| if this is true, calling Use on that object will consume one unit of it | |
| int | ConsumeQuantity = 1 |
| if this item is consumable, determines how many will be consumed per use (usually one) | |
| bool | Equippable = false |
| whether or not this item can be equipped - important, this is only the INITIAL state of this object, IsEquippable is to be used anytime after that | |
| bool | EquippableIfInventoryIsFull = true |
| whether or not this item can be equipped if its target inventory is full | |
| bool | MoveWhenEquipped = true |
| if this is true, this item will be removed from its original inventory when equipped, and moved to its EquipmentInventory | |
| bool | Droppable = true |
| if this is true, this item can be dropped | |
| bool | CanMoveObject = true |
| if this is true, objects can be moved | |
| bool | CanSwapObject = true |
| if this is true, objects can be swapped with another object | |
| InventoryItemDisplayProperties | DisplayProperties |
| a set of properties defining whether or not to show inventory action buttons when that item is selected | |
| int | Quantity = 1 |
| the base quantity of this item | |
| string | ItemName |
| the name of the item - will be displayed in the details panel | |
| string | ShortDescription |
| the item's short description to display in the details panel | |
| string | Description |
| the item's long description to display in the details panel | |
| Sprite | Icon |
| the icon that will be shown on the inventory's slot | |
| GameObject | Prefab |
| the prefab to instantiate when the item is dropped | |
| bool | ForcePrefabDropQuantity = false |
| if this is true, the quantity of the object will be forced to PrefabDropQuantity when dropped | |
| int | PrefabDropQuantity = 1 |
| the quantity to force on the spawned item if ForcePrefabDropQuantity is true | |
| MMSpawnAroundProperties | DropProperties |
| the minimal distance at which the object should be spawned when dropped | |
| int | MaximumStack = 1 |
| If this object can be stacked (multiple instances in a single inventory slot), you can specify here the maximum size of that stack. | |
| int | MaximumQuantity = 999999999 |
| the maximum quantity allowed of this item in the target inventory | |
| ItemClasses | ItemClass |
| the class of the item | |
| string | TargetEquipmentInventoryName |
| If this item is equippable, you can set here its target inventory name (for example ArmorInventory). Of course you'll need an inventory with a matching name in your scene. | |
| AudioClip | EquippedSound |
| the sound the item should play when equipped (optional) | |
| AudioClip | UsedSound |
| If this item can be used, you can set here a sound to play when it gets used, if you don't a default sound will be played. | |
| AudioClip | MovedSound |
| the sound the item should play when moved (optional) | |
| AudioClip | DroppedSound |
| the sound the item should play when dropped (optional) | |
| bool | UseDefaultSoundsIfNull = true |
| if this is set to false, default sounds won't be used and no sound will be played | |
Protected Attributes | |
| Inventory | _targetInventory = null |
| Inventory | _targetEquipmentInventory = null |
Properties | |
| virtual bool | IsUsable [get] |
| whether or not this object can be used | |
| virtual bool | IsEquippable [get] |
| whether or not this object can be equipped | |
Base class for inventory items, meant to be extended. Will handle base properties and drop spawn.
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virtual |
Copies an item into a new one.
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virtual |
What happens when the object is dropped - override this to add your own behaviors.
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virtual |
What happens when the object is equipped - override this to add your own behaviors.
Reimplemented in MoreMountains.CorgiEngine.InventoryEngineWeapon, MoreMountains.InventoryEngine.ArmorItem, and MoreMountains.InventoryEngine.WeaponItem.
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static |
Determines if an item is null or not.
true if is null the specified item; otherwise, false.| item | Item. |
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virtual |
What happens when the object is picked - override this to add your own behaviors.
Reimplemented in MoreMountains.CorgiEngine.InventoryEnginePoints.
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virtual |
Spawns the associated prefab.
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virtual |
What happens when the object gets swapped for another object.
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virtual |
Gets the target equipment inventory.
The target equipment inventory.
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virtual |
Gets the target inventory.
The target inventory.
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virtual |
What happens when the object is unequipped (called when dropped) - override this to add your own behaviors.
Reimplemented in MoreMountains.CorgiEngine.InventoryEngineWeapon, MoreMountains.InventoryEngine.ArmorItem, and MoreMountains.InventoryEngine.WeaponItem.
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virtual |
What happens when the object is used - override this to add your own behaviors.
Reimplemented in MoreMountains.CorgiEngine.InventoryEngineHealth, MoreMountains.CorgiEngine.InventoryEngineKey, MoreMountains.CorgiEngine.InventoryEngineTimeModifier, MoreMountains.InventoryEngine.BombItem, and MoreMountains.InventoryEngine.HealthBonusItem.
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protected |
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protected |
| bool MoreMountains.InventoryEngine.InventoryItem.CanMoveObject = true |
if this is true, objects can be moved
| bool MoreMountains.InventoryEngine.InventoryItem.CanSwapObject = true |
if this is true, objects can be swapped with another object
| bool MoreMountains.InventoryEngine.InventoryItem.Consumable = true |
if this is true, calling Use on that object will consume one unit of it
| int MoreMountains.InventoryEngine.InventoryItem.ConsumeQuantity = 1 |
if this item is consumable, determines how many will be consumed per use (usually one)
| string MoreMountains.InventoryEngine.InventoryItem.Description |
the item's long description to display in the details panel
| InventoryItemDisplayProperties MoreMountains.InventoryEngine.InventoryItem.DisplayProperties |
a set of properties defining whether or not to show inventory action buttons when that item is selected
| bool MoreMountains.InventoryEngine.InventoryItem.Droppable = true |
if this is true, this item can be dropped
| AudioClip MoreMountains.InventoryEngine.InventoryItem.DroppedSound |
the sound the item should play when dropped (optional)
| MMSpawnAroundProperties MoreMountains.InventoryEngine.InventoryItem.DropProperties |
the minimal distance at which the object should be spawned when dropped
| bool MoreMountains.InventoryEngine.InventoryItem.Equippable = false |
whether or not this item can be equipped - important, this is only the INITIAL state of this object, IsEquippable is to be used anytime after that
| bool MoreMountains.InventoryEngine.InventoryItem.EquippableIfInventoryIsFull = true |
whether or not this item can be equipped if its target inventory is full
| AudioClip MoreMountains.InventoryEngine.InventoryItem.EquippedSound |
the sound the item should play when equipped (optional)
| bool MoreMountains.InventoryEngine.InventoryItem.ForcePrefabDropQuantity = false |
if this is true, the quantity of the object will be forced to PrefabDropQuantity when dropped
| bool MoreMountains.InventoryEngine.InventoryItem.ForceSlotIndex = false |
if this is true, the item won't be added anywhere's there's room in the inventory, but instead at the specified TargetIndex slot
| Sprite MoreMountains.InventoryEngine.InventoryItem.Icon |
the icon that will be shown on the inventory's slot
| ItemClasses MoreMountains.InventoryEngine.InventoryItem.ItemClass |
the class of the item
| string MoreMountains.InventoryEngine.InventoryItem.ItemID |
the (unique) ID of the item
| string MoreMountains.InventoryEngine.InventoryItem.ItemName |
the name of the item - will be displayed in the details panel
| int MoreMountains.InventoryEngine.InventoryItem.MaximumQuantity = 999999999 |
the maximum quantity allowed of this item in the target inventory
| int MoreMountains.InventoryEngine.InventoryItem.MaximumStack = 1 |
If this object can be stacked (multiple instances in a single inventory slot), you can specify here the maximum size of that stack.
| AudioClip MoreMountains.InventoryEngine.InventoryItem.MovedSound |
the sound the item should play when moved (optional)
| bool MoreMountains.InventoryEngine.InventoryItem.MoveWhenEquipped = true |
if this is true, this item will be removed from its original inventory when equipped, and moved to its EquipmentInventory
| GameObject MoreMountains.InventoryEngine.InventoryItem.Prefab |
the prefab to instantiate when the item is dropped
| int MoreMountains.InventoryEngine.InventoryItem.PrefabDropQuantity = 1 |
the quantity to force on the spawned item if ForcePrefabDropQuantity is true
| int MoreMountains.InventoryEngine.InventoryItem.Quantity = 1 |
the base quantity of this item
| string MoreMountains.InventoryEngine.InventoryItem.ShortDescription |
the item's short description to display in the details panel
| string MoreMountains.InventoryEngine.InventoryItem.TargetEquipmentInventoryName |
If this item is equippable, you can set here its target inventory name (for example ArmorInventory). Of course you'll need an inventory with a matching name in your scene.
| int MoreMountains.InventoryEngine.InventoryItem.TargetIndex = 0 |
if ForceSlotIndex is true, this is the index at which the item will be added in the target inventory
| string MoreMountains.InventoryEngine.InventoryItem.TargetInventoryName = "MainInventory" |
the inventory name into which this item will be stored
| bool MoreMountains.InventoryEngine.InventoryItem.Usable = false |
whether or not this item can be "used" (via the Use method) - important, this is only the INITIAL state of this object, IsUsable is to be used anytime after that
| bool MoreMountains.InventoryEngine.InventoryItem.UseDefaultSoundsIfNull = true |
if this is set to false, default sounds won't be used and no sound will be played
| AudioClip MoreMountains.InventoryEngine.InventoryItem.UsedSound |
If this item can be used, you can set here a sound to play when it gets used, if you don't a default sound will be played.
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get |
whether or not this object can be equipped
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get |
whether or not this object can be used