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()
| virtual void MoreMountains.InventoryEngine.ItemPicker.DetermineMaxQuantity |
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protectedvirtual |
Determines the max quantity of item that can be picked from this.
◆ DisableObjectIfNeeded()
| virtual void MoreMountains.InventoryEngine.ItemPicker.DisableObjectIfNeeded |
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| ) |
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protectedvirtual |
Disables the object if needed.
◆ FindTargetInventory()
| virtual void MoreMountains.InventoryEngine.ItemPicker.FindTargetInventory |
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string | targetInventoryName, |
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string | playerID = "Player1" ) |
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virtual |
Finds the target inventory based on its name.
- Parameters
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| targetInventoryName | Target inventory name. |
◆ Initialization()
| virtual void MoreMountains.InventoryEngine.ItemPicker.Initialization |
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| ) |
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protectedvirtual |
On Init we look for our target inventory.
◆ OnTriggerEnter()
| virtual void MoreMountains.InventoryEngine.ItemPicker.OnTriggerEnter |
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Collider | collider | ) |
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virtual |
Triggered when something collides with the picker.
- Parameters
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◆ OnTriggerEnter2D()
| virtual void MoreMountains.InventoryEngine.ItemPicker.OnTriggerEnter2D |
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Collider2D | collider | ) |
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virtual |
Triggered when something collides with the picker.
- Parameters
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◆ Pick() [1/2]
| virtual void MoreMountains.InventoryEngine.ItemPicker.Pick |
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virtual |
Picks this item and adds it to its target inventory.
◆ Pick() [2/2]
| virtual void MoreMountains.InventoryEngine.ItemPicker.Pick |
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string | targetInventoryName, |
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string | playerID = "Player1" ) |
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virtual |
Picks this item and adds it to the target inventory specified as a parameter.
- Parameters
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| targetInventoryName | Target inventory name. |
◆ Pickable()
| virtual bool MoreMountains.InventoryEngine.ItemPicker.Pickable |
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| ) |
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virtual |
Returns true if this item can be picked, false otherwise.
◆ PickFail()
| virtual void MoreMountains.InventoryEngine.ItemPicker.PickFail |
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protectedvirtual |
Describes what happens when the object fails to get picked (inventory full, usually)
◆ PickSuccess()
| virtual void MoreMountains.InventoryEngine.ItemPicker.PickSuccess |
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protectedvirtual |
Describes what happens when the object is successfully picked.
◆ ResetQuantity()
| virtual void MoreMountains.InventoryEngine.ItemPicker.ResetQuantity |
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virtual |
Resets the remaining quantity to the initial quantity.
◆ Start()
| virtual void MoreMountains.InventoryEngine.ItemPicker.Start |
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protectedvirtual |
On Start we initialize our item picker.
◆ _pickedQuantity
| int MoreMountains.InventoryEngine.ItemPicker._pickedQuantity = 0 |
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protected |
◆ _targetInventory
| Inventory MoreMountains.InventoryEngine.ItemPicker._targetInventory |
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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