Corgi Engine
v9.1
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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. More... | |
virtual Inventory | TargetEquipmentInventory (string playerID) |
Gets the target equipment inventory. More... | |
virtual InventoryItem | Copy () |
Copies an item into a new one More... | |
virtual GameObject | SpawnPrefab (string playerID) |
Spawns the associated prefab More... | |
virtual bool | Pick (string playerID) |
What happens when the object is picked - override this to add your own behaviors More... | |
virtual bool | Use (string playerID) |
What happens when the object is used - override this to add your own behaviors More... | |
virtual bool | Equip (string playerID) |
What happens when the object is equipped - override this to add your own behaviors More... | |
virtual bool | UnEquip (string playerID) |
What happens when the object is unequipped (called when dropped) - override this to add your own behaviors More... | |
virtual void | Swap (string playerID) |
What happens when the object gets swapped for another object More... | |
virtual bool | Drop (string playerID) |
What happens when the object is dropped - override this to add your own behaviors More... | |
Static Public Member Functions | |
static bool | IsNull (InventoryItem item) |
Determines if an item is null or not More... | |
Public Attributes | |
string | ItemID |
the (unique) ID of the item More... | |
string | TargetInventoryName = "MainInventory" |
the inventory name into which this item will be stored More... | |
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 More... | |
int | TargetIndex = 0 |
if ForceSlotIndex is true, this is the index at which the item will be added in the target inventory More... | |
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 More... | |
bool | Consumable = true |
if this is true, calling Use on that object will consume one unit of it More... | |
int | ConsumeQuantity = 1 |
if this item is consumable, determines how many will be consumed per use (usually one) More... | |
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 More... | |
bool | EquippableIfInventoryIsFull = true |
whether or not this item can be equipped if its target inventory is full More... | |
bool | MoveWhenEquipped = true |
if this is true, this item will be removed from its original inventory when equipped, and moved to its EquipmentInventory More... | |
bool | Droppable = true |
if this is true, this item can be dropped More... | |
bool | CanMoveObject =true |
if this is true, objects can be moved More... | |
bool | CanSwapObject =true |
if this is true, objects can be swapped with another object More... | |
InventoryItemDisplayProperties | DisplayProperties |
a set of properties defining whether or not to show inventory action buttons when that item is selected More... | |
int | Quantity = 1 |
the base quantity of this item More... | |
string | ItemName |
the name of the item - will be displayed in the details panel More... | |
string | ShortDescription |
the item's short description to display in the details panel More... | |
string | Description |
the item's long description to display in the details panel More... | |
Sprite | Icon |
the icon that will be shown on the inventory's slot More... | |
GameObject | Prefab |
the prefab to instantiate when the item is dropped More... | |
bool | ForcePrefabDropQuantity = false |
if this is true, the quantity of the object will be forced to PrefabDropQuantity when dropped More... | |
int | PrefabDropQuantity = 1 |
the quantity to force on the spawned item if ForcePrefabDropQuantity is true More... | |
MMSpawnAroundProperties | DropProperties |
the minimal distance at which the object should be spawned when dropped More... | |
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. More... | |
int | MaximumQuantity = 999999999 |
the maximum quantity allowed of this item in the target inventory More... | |
ItemClasses | ItemClass |
the class of the item More... | |
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. More... | |
AudioClip | EquippedSound |
the sound the item should play when equipped (optional) More... | |
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. More... | |
AudioClip | MovedSound |
the sound the item should play when moved (optional) More... | |
AudioClip | DroppedSound |
the sound the item should play when dropped (optional) More... | |
bool | UseDefaultSoundsIfNull = true |
if this is set to false, default sounds won't be used and no sound will be played More... | |
Protected Attributes | |
Inventory | _targetInventory = null |
Inventory | _targetEquipmentInventory = null |
Properties | |
virtual bool | IsUsable [get] |
whether or not this object can be used More... | |
virtual bool | IsEquippable [get] |
whether or not this object can be equipped More... | |
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.WeaponItem, and MoreMountains.InventoryEngine.ArmorItem.
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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.WeaponItem, and MoreMountains.InventoryEngine.ArmorItem.
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virtual |
What happens when the object is used - override this to add your own behaviors
Reimplemented in MoreMountains.CorgiEngine.InventoryEngineTimeModifier, MoreMountains.CorgiEngine.InventoryEngineHealth, MoreMountains.InventoryEngine.HealthBonusItem, MoreMountains.CorgiEngine.InventoryEngineKey, and MoreMountains.InventoryEngine.BombItem.
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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