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override bool | Equip (string playerID) |
| What happens when the object is used More...
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override bool | UnEquip (string playerID) |
| What happens when the object is used More...
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virtual Inventory | TargetInventory (string playerID) |
| Gets the target inventory. More...
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virtual Inventory | TargetEquipmentInventory (string playerID) |
| Gets the target equipment inventory. More...
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virtual InventoryItem | Copy () |
| Copies an item into a new one More...
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virtual GameObject | SpawnPrefab (string playerID) |
| Spawns the associated prefab More...
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virtual bool | Pick (string playerID) |
| What happens when the object is picked - override this to add your own behaviors More...
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virtual bool | Use (string playerID) |
| What happens when the object is used - override this to add your own behaviors More...
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virtual void | Swap (string playerID) |
| What happens when the object gets swapped for another object More...
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virtual bool | Drop (string playerID) |
| What happens when the object is dropped - override this to add your own behaviors More...
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Sprite | WeaponSprite |
| the sprite to use to show the weapon when equipped More...
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string | ItemID |
| the (unique) ID of the item More...
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string | TargetInventoryName = "MainInventory" |
| the inventory name into which this item will be stored More...
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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 More...
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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 More...
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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 More...
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bool | Consumable = true |
| if this is true, calling Use on that object will consume one unit of it More...
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int | ConsumeQuantity = 1 |
| if this item is consumable, determines how many will be consumed per use (usually one) More...
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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 More...
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bool | EquippableIfInventoryIsFull = true |
| whether or not this item can be equipped if its target inventory is full More...
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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 More...
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bool | Droppable = true |
| if this is true, this item can be dropped More...
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bool | CanMoveObject =true |
| if this is true, objects can be moved More...
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bool | CanSwapObject =true |
| if this is true, objects can be swapped with another object More...
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InventoryItemDisplayProperties | DisplayProperties |
| a set of properties defining whether or not to show inventory action buttons when that item is selected More...
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int | Quantity = 1 |
| the base quantity of this item More...
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string | ItemName |
| the name of the item - will be displayed in the details panel More...
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string | ShortDescription |
| the item's short description to display in the details panel More...
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string | Description |
| the item's long description to display in the details panel More...
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Sprite | Icon |
| the icon that will be shown on the inventory's slot More...
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GameObject | Prefab |
| the prefab to instantiate when the item is dropped More...
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bool | ForcePrefabDropQuantity = false |
| if this is true, the quantity of the object will be forced to PrefabDropQuantity when dropped More...
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int | PrefabDropQuantity = 1 |
| the quantity to force on the spawned item if ForcePrefabDropQuantity is true More...
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MMSpawnAroundProperties | DropProperties |
| the minimal distance at which the object should be spawned when dropped More...
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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. More...
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int | MaximumQuantity = 999999999 |
| the maximum quantity allowed of this item in the target inventory More...
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ItemClasses | ItemClass |
| the class of the item More...
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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. More...
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AudioClip | EquippedSound |
| the sound the item should play when equipped (optional) More...
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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. More...
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AudioClip | MovedSound |
| the sound the item should play when moved (optional) More...
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AudioClip | DroppedSound |
| the sound the item should play when dropped (optional) More...
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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 More...
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Demo class for a weapon item