Add this component to an object so it can be picked and added to an inventory.  
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Inherits MonoBehaviour.
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| virtual void | ResetQuantity () | 
|  | Resets the remaining quantity to the initial quantity. 
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| virtual void | OnTriggerEnter (Collider collider) | 
|  | Triggered when something collides with the picker. 
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| virtual void | OnTriggerEnter2D (Collider2D collider) | 
|  | Triggered when something collides with the picker. 
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| virtual void | Pick () | 
|  | Picks this item and adds it to its target inventory. 
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| virtual void | Pick (string targetInventoryName, string playerID="Player1") | 
|  | Picks this item and adds it to the target inventory specified as a parameter. 
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| virtual bool | Pickable () | 
|  | Returns true if this item can be picked, false otherwise. 
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| virtual void | FindTargetInventory (string targetInventoryName, string playerID="Player1") | 
|  | Finds the target inventory based on its name. 
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|  | 
| InventoryItem | Item | 
|  | the item that should be picked 
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| int | Quantity = 1 | 
|  | the initial quantity of that item that should be added to the inventory when picked 
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| int | RemainingQuantity = 1 | 
|  | the current quantity of that item that should be added to the inventory when picked 
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| bool | PickableIfInventoryIsFull = false | 
|  | if you set this to true, a character will be able to pick this item even if its inventory is full 
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| bool | DisableObjectWhenDepleted = false | 
|  | if you set this to true, the object will be disabled when picked 
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| bool | RequirePlayerTag = true | 
|  | if this is true, this object will only be allowed to be picked by colliders with a Player tag 
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|  | 
| virtual void | Start () | 
|  | On Start we initialize our item picker. 
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| virtual void | Initialization () | 
|  | On Init we look for our target inventory. 
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| virtual void | PickSuccess () | 
|  | Describes what happens when the object is successfully picked. 
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| virtual void | PickFail () | 
|  | Describes what happens when the object fails to get picked (inventory full, usually) 
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| virtual void | DisableObjectIfNeeded () | 
|  | Disables the object if needed. 
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| virtual void | DetermineMaxQuantity () | 
|  | Determines the max quantity of item that can be picked from this. 
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Add this component to an object so it can be picked and added to an inventory. 
◆ DetermineMaxQuantity()
  
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          | virtual void MoreMountains.InventoryEngine.ItemPicker.DetermineMaxQuantity | ( |  | ) |  |  | protectedvirtual | 
 
Determines the max quantity of item that can be picked from this. 
 
 
◆ DisableObjectIfNeeded()
  
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          | virtual void MoreMountains.InventoryEngine.ItemPicker.DisableObjectIfNeeded | ( |  | ) |  |  | protectedvirtual | 
 
Disables the object if needed. 
 
 
◆ FindTargetInventory()
  
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          | virtual void MoreMountains.InventoryEngine.ItemPicker.FindTargetInventory | ( | string | targetInventoryName, |  
          |  |  | string | playerID = "Player1" ) |  | virtual | 
 
Finds the target inventory based on its name. 
- Parameters
- 
  
    | targetInventoryName | Target inventory name. |  
 
 
 
◆ Initialization()
  
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          | virtual void MoreMountains.InventoryEngine.ItemPicker.Initialization | ( |  | ) |  |  | protectedvirtual | 
 
On Init we look for our target inventory. 
 
 
◆ OnTriggerEnter()
  
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          | virtual void MoreMountains.InventoryEngine.ItemPicker.OnTriggerEnter | ( | Collider | collider | ) |  |  | virtual | 
 
Triggered when something collides with the picker. 
- Parameters
- 
  
  
 
 
◆ OnTriggerEnter2D()
  
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          | virtual void MoreMountains.InventoryEngine.ItemPicker.OnTriggerEnter2D | ( | Collider2D | collider | ) |  |  | virtual | 
 
Triggered when something collides with the picker. 
- Parameters
- 
  
  
 
 
◆ Pick() [1/2]
  
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          | virtual void MoreMountains.InventoryEngine.ItemPicker.Pick | ( |  | ) |  |  | virtual | 
 
Picks this item and adds it to its target inventory. 
 
 
◆ Pick() [2/2]
  
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          | virtual void MoreMountains.InventoryEngine.ItemPicker.Pick | ( | string | targetInventoryName, |  
          |  |  | string | playerID = "Player1" ) |  | virtual | 
 
Picks this item and adds it to the target inventory specified as a parameter. 
- Parameters
- 
  
    | targetInventoryName | Target inventory name. |  
 
 
 
◆ Pickable()
  
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          | virtual bool MoreMountains.InventoryEngine.ItemPicker.Pickable | ( |  | ) |  |  | virtual | 
 
Returns true if this item can be picked, false otherwise. 
 
 
◆ PickFail()
  
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          | virtual void MoreMountains.InventoryEngine.ItemPicker.PickFail | ( |  | ) |  |  | protectedvirtual | 
 
Describes what happens when the object fails to get picked (inventory full, usually) 
 
 
◆ PickSuccess()
  
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          | virtual void MoreMountains.InventoryEngine.ItemPicker.PickSuccess | ( |  | ) |  |  | protectedvirtual | 
 
Describes what happens when the object is successfully picked. 
 
 
◆ ResetQuantity()
  
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          | virtual void MoreMountains.InventoryEngine.ItemPicker.ResetQuantity | ( |  | ) |  |  | virtual | 
 
Resets the remaining quantity to the initial quantity. 
 
 
◆ Start()
  
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          | virtual void MoreMountains.InventoryEngine.ItemPicker.Start | ( |  | ) |  |  | protectedvirtual | 
 
On Start we initialize our item picker. 
 
 
◆ _pickedQuantity
  
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          | int MoreMountains.InventoryEngine.ItemPicker._pickedQuantity = 0 |  | protected | 
 
 
◆ _targetInventory
  
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          | Inventory MoreMountains.InventoryEngine.ItemPicker._targetInventory |  | protected | 
 
 
◆ DisableObjectWhenDepleted
      
        
          | bool MoreMountains.InventoryEngine.ItemPicker.DisableObjectWhenDepleted = false | 
      
 
if you set this to true, the object will be disabled when picked 
 
 
◆ Item
the item that should be picked 
 
 
◆ PickableIfInventoryIsFull
      
        
          | bool MoreMountains.InventoryEngine.ItemPicker.PickableIfInventoryIsFull = false | 
      
 
if you set this to true, a character will be able to pick this item even if its inventory is full 
 
 
◆ Quantity
      
        
          | int MoreMountains.InventoryEngine.ItemPicker.Quantity = 1 | 
      
 
the initial quantity of that item that should be added to the inventory when picked 
 
 
◆ RemainingQuantity
      
        
          | int MoreMountains.InventoryEngine.ItemPicker.RemainingQuantity = 1 | 
      
 
the current quantity of that item that should be added to the inventory when picked 
 
 
◆ RequirePlayerTag
      
        
          | bool MoreMountains.InventoryEngine.ItemPicker.RequirePlayerTag = true | 
      
 
if this is true, this object will only be allowed to be picked by colliders with a Player tag 
 
 
The documentation for this class was generated from the following file:
- H:/Code/MoreMountains/InventoryEngineStore/Assets/InventoryEngine/InventoryEngine/InventoryEngine/Scripts/Core/ItemPicker.cs