Inventory Engine v4.2
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MoreMountains.InventoryEngine.ItemPicker Class Reference

Add this component to an object so it can be picked and added to an inventory. More...

Inherits MonoBehaviour.

Public Member Functions

virtual void ResetQuantity ()
 Resets the remaining quantity to the initial quantity.
virtual void OnTriggerEnter (Collider collider)
 Triggered when something collides with the picker.
virtual void OnTriggerEnter2D (Collider2D collider)
 Triggered when something collides with the picker.
virtual void Pick ()
 Picks this item and adds it to its target inventory.
virtual void Pick (string targetInventoryName, string playerID="Player1")
 Picks this item and adds it to the target inventory specified as a parameter.
virtual bool Pickable ()
 Returns true if this item can be picked, false otherwise.
virtual void FindTargetInventory (string targetInventoryName, string playerID="Player1")
 Finds the target inventory based on its name.

Public Attributes

InventoryItem Item
 the item that should be picked
int Quantity = 1
 the initial quantity of that item that should be added to the inventory when picked
int RemainingQuantity = 1
 the current quantity of that item that should be added to the inventory when picked
bool PickableIfInventoryIsFull = false
 if you set this to true, a character will be able to pick this item even if its inventory is full
bool DisableObjectWhenDepleted = false
 if you set this to true, the object will be disabled when picked
bool RequirePlayerTag = true
 if this is true, this object will only be allowed to be picked by colliders with a Player tag

Protected Member Functions

virtual void Start ()
 On Start we initialize our item picker.
virtual void Initialization ()
 On Init we look for our target inventory.
virtual void PickSuccess ()
 Describes what happens when the object is successfully picked.
virtual void PickFail ()
 Describes what happens when the object fails to get picked (inventory full, usually)
virtual void DisableObjectIfNeeded ()
 Disables the object if needed.
virtual void DetermineMaxQuantity ()
 Determines the max quantity of item that can be picked from this.

Protected Attributes

int _pickedQuantity = 0
Inventory _targetInventory

Detailed Description

Add this component to an object so it can be picked and added to an inventory.

Member Function Documentation

◆ DetermineMaxQuantity()

virtual void MoreMountains.InventoryEngine.ItemPicker.DetermineMaxQuantity ( )
protectedvirtual

Determines the max quantity of item that can be picked from this.

◆ DisableObjectIfNeeded()

virtual void MoreMountains.InventoryEngine.ItemPicker.DisableObjectIfNeeded ( )
protectedvirtual

Disables the object if needed.

◆ FindTargetInventory()

virtual void MoreMountains.InventoryEngine.ItemPicker.FindTargetInventory ( string targetInventoryName,
string playerID = "Player1" )
virtual

Finds the target inventory based on its name.

Parameters
targetInventoryNameTarget inventory name.

◆ Initialization()

virtual void MoreMountains.InventoryEngine.ItemPicker.Initialization ( )
protectedvirtual

On Init we look for our target inventory.

◆ OnTriggerEnter()

virtual void MoreMountains.InventoryEngine.ItemPicker.OnTriggerEnter ( Collider collider)
virtual

Triggered when something collides with the picker.

Parameters
colliderOther.

◆ OnTriggerEnter2D()

virtual void MoreMountains.InventoryEngine.ItemPicker.OnTriggerEnter2D ( Collider2D collider)
virtual

Triggered when something collides with the picker.

Parameters
colliderOther.

◆ Pick() [1/2]

virtual void MoreMountains.InventoryEngine.ItemPicker.Pick ( )
virtual

Picks this item and adds it to its target inventory.

◆ Pick() [2/2]

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
targetInventoryNameTarget inventory name.

◆ Pickable()

virtual bool MoreMountains.InventoryEngine.ItemPicker.Pickable ( )
virtual

Returns true if this item can be picked, false otherwise.

◆ PickFail()

virtual void MoreMountains.InventoryEngine.ItemPicker.PickFail ( )
protectedvirtual

Describes what happens when the object fails to get picked (inventory full, usually)

◆ PickSuccess()

virtual void MoreMountains.InventoryEngine.ItemPicker.PickSuccess ( )
protectedvirtual

Describes what happens when the object is successfully picked.

◆ ResetQuantity()

virtual void MoreMountains.InventoryEngine.ItemPicker.ResetQuantity ( )
virtual

Resets the remaining quantity to the initial quantity.

◆ Start()

virtual void MoreMountains.InventoryEngine.ItemPicker.Start ( )
protectedvirtual

On Start we initialize our item picker.

Member Data Documentation

◆ _pickedQuantity

int MoreMountains.InventoryEngine.ItemPicker._pickedQuantity = 0
protected

◆ _targetInventory

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

InventoryItem MoreMountains.InventoryEngine.ItemPicker.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: