|  | Inventory Engine v4.2
    | 
Demo class for a weapon item. More...
Inherits MoreMountains.InventoryEngine.InventoryItem.
| Public Member Functions | |
| override bool | Equip (string playerID) | 
| What happens when the object is used. | |
| override bool | UnEquip (string playerID) | 
| What happens when the object is used. | |
| Public Member Functions inherited from MoreMountains.InventoryEngine.InventoryItem | |
| virtual Inventory | TargetInventory (string playerID) | 
| Gets the target inventory. | |
| virtual Inventory | TargetEquipmentInventory (string playerID) | 
| Gets the target equipment inventory. | |
| virtual InventoryItem | Copy () | 
| Copies an item into a new one. | |
| virtual GameObject | SpawnPrefab (string playerID) | 
| Spawns the associated prefab. | |
| virtual bool | Pick (string playerID) | 
| What happens when the object is picked - override this to add your own behaviors. | |
| virtual bool | Use (string playerID) | 
| What happens when the object is used - override this to add your own behaviors. | |
| virtual void | Swap (string playerID) | 
| What happens when the object gets swapped for another object. | |
| virtual bool | Drop (string playerID) | 
| What happens when the object is dropped - override this to add your own behaviors. | |
| Public Attributes | |
| Sprite | WeaponSprite | 
| the sprite to use to show the weapon when equipped | |
| Public Attributes inherited from MoreMountains.InventoryEngine.InventoryItem | |
| string | ItemID | 
| the (unique) ID of the item | |
| string | TargetInventoryName = "MainInventory" | 
| the inventory name into which this item will be stored | |
| 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 | |
| int | TargetIndex = 0 | 
| if ForceSlotIndex is true, this is the index at which the item will be added in the target inventory | |
| 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 | |
| bool | Consumable = true | 
| if this is true, calling Use on that object will consume one unit of it | |
| int | ConsumeQuantity = 1 | 
| if this item is consumable, determines how many will be consumed per use (usually one) | |
| 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 | |
| bool | EquippableIfInventoryIsFull = true | 
| whether or not this item can be equipped if its target inventory is full | |
| bool | MoveWhenEquipped = true | 
| if this is true, this item will be removed from its original inventory when equipped, and moved to its EquipmentInventory | |
| bool | Droppable = true | 
| if this is true, this item can be dropped | |
| bool | CanMoveObject = true | 
| if this is true, objects can be moved | |
| bool | CanSwapObject = true | 
| if this is true, objects can be swapped with another object | |
| InventoryItemDisplayProperties | DisplayProperties | 
| a set of properties defining whether or not to show inventory action buttons when that item is selected | |
| int | Quantity = 1 | 
| the base quantity of this item | |
| string | ItemName | 
| the name of the item - will be displayed in the details panel | |
| string | ShortDescription | 
| the item's short description to display in the details panel | |
| string | Description | 
| the item's long description to display in the details panel | |
| Sprite | Icon | 
| the icon that will be shown on the inventory's slot | |
| GameObject | Prefab | 
| the prefab to instantiate when the item is dropped | |
| bool | ForcePrefabDropQuantity = false | 
| if this is true, the quantity of the object will be forced to PrefabDropQuantity when dropped | |
| int | PrefabDropQuantity = 1 | 
| the quantity to force on the spawned item if ForcePrefabDropQuantity is true | |
| MMSpawnAroundProperties | DropProperties | 
| the minimal distance at which the object should be spawned when dropped | |
| 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. | |
| int | MaximumQuantity = 999999999 | 
| the maximum quantity allowed of this item in the target inventory | |
| ItemClasses | ItemClass | 
| the class of the item | |
| 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. | |
| AudioClip | EquippedSound | 
| the sound the item should play when equipped (optional) | |
| 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. | |
| AudioClip | MovedSound | 
| the sound the item should play when moved (optional) | |
| AudioClip | DroppedSound | 
| the sound the item should play when dropped (optional) | |
| bool | UseDefaultSoundsIfNull = true | 
| if this is set to false, default sounds won't be used and no sound will be played | |
| 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. | |
| 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 | |
| virtual bool | IsEquippable  [get] | 
| whether or not this object can be equipped | |
Demo class for a weapon item.
| 
 | virtual | 
What happens when the object is used.
Reimplemented from MoreMountains.InventoryEngine.InventoryItem.
| 
 | virtual | 
What happens when the object is used.
Reimplemented from MoreMountains.InventoryEngine.InventoryItem.
| Sprite MoreMountains.InventoryEngine.WeaponItem.WeaponSprite | 
the sprite to use to show the weapon when equipped