TopDown Engine  v3.6
MoreMountains.TopDownEngine.InventoryWeapon Class Reference

Weapon item in the TopDown Engine More...

Inheritance diagram for MoreMountains.TopDownEngine.InventoryWeapon:
MoreMountains.InventoryEngine.InventoryItem

Public Types

enum  AutoEquipModes { AutoEquipModes.NoAutoEquip, AutoEquipModes.AutoEquip, AutoEquipModes.AutoEquipIfEmptyHanded }
 the possible auto equip modes More...
 

Public Member Functions

override bool Equip (string playerID)
 When we grab the weapon, we equip it More...
 
override bool UnEquip (string playerID)
 When dropping or unequipping a weapon, we remove it More...
 
- Public Member Functions inherited from MoreMountains.InventoryEngine.InventoryItem
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 void 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 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...
 

Public Attributes

Weapon EquippableWeapon
 the weapon to equip More...
 
AutoEquipModes AutoEquipMode = AutoEquipModes.NoAutoEquip
 how to equip this weapon when picked : not equip it, automatically equip it, or only equip it if no weapon is currently equipped More...
 
int HandleWeaponID = 1
 the ID of the CharacterHandleWeapon you want this weapon to be equipped to More...
 
- Public Attributes inherited from MoreMountains.InventoryEngine.InventoryItem
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 Member Functions

virtual void EquipWeapon (Weapon newWeapon, string playerID)
 Grabs the CharacterHandleWeapon component and sets the weapon More...
 

Additional Inherited Members

- Static Public Member Functions inherited from MoreMountains.InventoryEngine.InventoryItem
static bool IsNull (InventoryItem item)
 Determines if an item is null or not More...
 
- Protected Attributes inherited from MoreMountains.InventoryEngine.InventoryItem
Inventory _targetInventory = null
 
Inventory _targetEquipmentInventory = null
 
- Properties inherited from MoreMountains.InventoryEngine.InventoryItem
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...
 

Detailed Description

Weapon item in the TopDown Engine

Member Enumeration Documentation

◆ AutoEquipModes

the possible auto equip modes

Enumerator
NoAutoEquip 
AutoEquip 
AutoEquipIfEmptyHanded 

Member Function Documentation

◆ Equip()

override bool MoreMountains.TopDownEngine.InventoryWeapon.Equip ( string  playerID)
virtual

When we grab the weapon, we equip it

Reimplemented from MoreMountains.InventoryEngine.InventoryItem.

◆ EquipWeapon()

virtual void MoreMountains.TopDownEngine.InventoryWeapon.EquipWeapon ( Weapon  newWeapon,
string  playerID 
)
protectedvirtual

Grabs the CharacterHandleWeapon component and sets the weapon

Parameters
newWeaponNew weapon.

◆ UnEquip()

override bool MoreMountains.TopDownEngine.InventoryWeapon.UnEquip ( string  playerID)
virtual

When dropping or unequipping a weapon, we remove it

Reimplemented from MoreMountains.InventoryEngine.InventoryItem.

Member Data Documentation

◆ AutoEquipMode

AutoEquipModes MoreMountains.TopDownEngine.InventoryWeapon.AutoEquipMode = AutoEquipModes.NoAutoEquip

how to equip this weapon when picked : not equip it, automatically equip it, or only equip it if no weapon is currently equipped

◆ EquippableWeapon

Weapon MoreMountains.TopDownEngine.InventoryWeapon.EquippableWeapon

the weapon to equip

◆ HandleWeaponID

int MoreMountains.TopDownEngine.InventoryWeapon.HandleWeaponID = 1

the ID of the CharacterHandleWeapon you want this weapon to be equipped to


The documentation for this class was generated from the following file: