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