Corgi Engine v9.3
|
Classes | |
class | ArmorItem |
Demo class for an example armor item More... | |
class | BaseItem |
Base item class, to use when your object doesn't do anything special More... | |
class | BombItem |
Demo class for a bomb item More... | |
class | ChangeLevel |
Demo class to go from one level to another More... | |
class | DemoCharacterInputManager |
A very simple input manager to handle the demo character's input and make it move More... | |
class | EventTester |
This class shows examples of how you can listen to MMInventoryEvents, from any class More... | |
class | HealthBonusItem |
Demo class for a health item More... | |
class | Inventory |
Base inventory class. Will handle storing items, saving and loading its content, adding items to it, removing items, equipping them, etc. More... | |
class | InventoryCharacterIdentifier |
When working in a multiplayer context, add this class to characters that can pick items and ItemPickers will automatically send items to the right PlayerID. More... | |
class | InventoryCounterDisplay |
Use this class to display the total quantity of one or more given items in one or more given inventories More... | |
class | InventoryDemoCharacter |
Demo character controller, very basic stuff More... | |
class | InventoryDemoGameManager |
An example of a game manager, the only significant part being how we trigger in a single place the load of all inventories, in the Start method. More... | |
class | InventoryDemoStorageBox |
This class shows a simple example of a storage box, that will display a target inventory when the Player character is on top of it, and close it when the character exits the zone. More... | |
class | InventoryDetails |
A class used to display an item's details in GUI More... | |
class | InventoryDisplay |
A component that handles the visual representation of an Inventory, allowing the user to interact with it More... | |
class | InventoryDisplayEditor |
Custom editor for the InventoryDisplay component More... | |
class | InventoryDisplayGrid |
The class used to reference the grid component of an InventoryDisplay More... | |
class | InventoryDisplayTitle |
The class used to reference the title component of an InventoryDisplay More... | |
class | InventoryEditor |
Custom editor for the Inventory component More... | |
class | InventoryEngineMenu |
Adds a dedicated InventoryEngine menu into the top bar More Mountains entry More... | |
class | InventoryHotbar |
Special kind of inventory display, with a dedicated key associated to it, to allow for shortcuts for use and equip More... | |
class | InventoryInputActions |
This class lets you bind keys to specific slots in a target inventory, and associate an action to execute when that key is pressed. A typical use case would be a weapon bar, where pressing 1 equips a gun, pressing 2 equips a shotgun, etc. Coincidentally, that's what the PixelRogueWeaponBar demo scene demonstrates. More... | |
class | InventoryInputManager |
Example of how you can call an inventory from your game. I suggest having your Input and GUI manager classes handle that though. More... | |
class | InventoryItem |
Base class for inventory items, meant to be extended. Will handle base properties and drop spawn More... | |
class | InventoryItemDisplayProperties |
class | InventoryItemEditor |
Custom editor for the InventoryItem component More... | |
class | InventorySelectionMarker |
This class handles the selection marker, that will mark the currently selected slot More... | |
class | InventorySlot |
This class handles the display of the items in an inventory and will trigger the various things you can do with an item (equip, use, etc.) More... | |
class | InventorySlotEditor |
class | InventorySoundPlayer |
A component that will handle the playing of songs when paired with an InventoryDisplay More... | |
class | InventoryTester |
This test class lets you play with the Inventory API. You can see it in action in the PixelRogueRoom2 demo scene More... | |
class | ItemPicker |
Add this component to an object so it can be picked and added to an inventory More... | |
struct | MMInventoryEvent |
Inventory events are used throughout the Inventory Engine to let other interested classes know that something happened to an inventory. More... | |
class | PickableInventoryItemEditor |
Pickable inventory item editor. More... | |
class | PixelRogueDemoResetAll |
A very small class used to reset inventories and persistence data in the PixelRogue demos More... | |
class | SerializedInventory |
Serialized class to help store / load inventories from files. More... | |
class | WeaponItem |
Demo class for a weapon item More... | |
Enumerations | |
enum | MMInventoryEventType { Pick , Select , Click , Move , UseRequest , ItemUsed , EquipRequest , ItemEquipped , UnEquipRequest , ItemUnEquipped , Drop , Destroy , Error , Redraw , ContentChanged , InventoryOpens , InventoryCloseRequest , InventoryCloses , InventoryLoaded } |
The possible inventory related events More... | |
enum | ItemClasses { Neutral , Armor , Weapon , Ammo , HealthBonus } |
The possible classes an item can be a part of More... | |