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    Class Item

    Basic unit inside inventory system. ※※⚠ Use global single instance ⚠※※

    Implements
    IMapItem

    Constructors

    Item()

    Declaration
    public Item()

    Properties

    AllowDuplicateUpdate

    True if same type of item can update multiple times during same frame for same holder

    Declaration
    public virtual bool AllowDuplicateUpdate { get; }

    EmbedIntoLevel

    True if this item can Embed into level blocks and get spawn when the block is picked. (like ore inside stone)

    Declaration
    public virtual bool EmbedIntoLevel { get; }

    MaxStackCount

    Count limitation for multiple items inside one inventory slot

    Declaration
    public abstract int MaxStackCount { get; }

    TypeID

    Unique ID for this type of item

    Declaration
    public int TypeID { get; init; }

    Methods

    BeforeItemUpdate_FromEquipment(Character)

    This function is called every frame when the holder is equipping this item

    Declaration
    public virtual void BeforeItemUpdate_FromEquipment(Character holder)

    BeforeItemUpdate_FromInventory(Character, int, int)

    This function is called every frame when this item is in an holder's inventory

    Declaration
    public virtual void BeforeItemUpdate_FromInventory(Character holder, int inventoryID, int itemIndex)
    Parameters
    Type Name Description
    Character holder

    The holder of the inventory

    int inventoryID

    ID of the inventory

    BeforePoseAnimationUpdate_FromEquipment(PoseCharacterRenderer)

    This function is called every frame when a pose-style character equipping this item

    Declaration
    public virtual void BeforePoseAnimationUpdate_FromEquipment(PoseCharacterRenderer rendering)

    CanUse(Character)

    True if this item can be use at current frame

    Declaration
    public virtual bool CanUse(Character holder)
    Parameters
    Type Name Description
    Character holder

    Holder that trying to use this item

    DrawItem(Entity, IRect, Color32, int)

    Call this function to render the item

    Declaration
    public virtual void DrawItem(Entity holder, IRect rect, Color32 tint, int z)
    Parameters
    Type Name Description
    Entity holder

    Holder that own this item

    IRect rect

    Rect position in global space

    Color32 tint

    Color tint

    int z

    Z value for sort rendering cells

    ItemConditionCheck(Character)

    True if the item should receive update callback at current condition

    Declaration
    public virtual bool ItemConditionCheck(Character holder)
    Parameters
    Type Name Description
    Character holder

    Holder that own this item

    OnCharacterAttack_FromEquipment(Character, Bullet)

    This function is called when the holder attack with this item equipping

    Declaration
    public virtual void OnCharacterAttack_FromEquipment(Character character, Bullet bullet)
    Bullet bullet

    Instance of the bullet entity from the attack

    OnCharacterAttack_FromInventory(Character, Bullet, int, int)

    This function is called when holder attacks

    Declaration
    public virtual void OnCharacterAttack_FromInventory(Character character, Bullet bullet, int inventoryID, int itemIndex)
    Parameters
    Type Name Description
    Character character

    The inventory holder

    Bullet bullet

    Bullet entity this attack spawns

    int inventoryID

    ID of the inventory

    OnCollect(Character)

    This function is called when this item get collect from ItemHolder

    Declaration
    public virtual void OnCollect(Character holder)
    Parameters
    Type Name Description
    Character holder

    Character that collects this item

    OnItemUpdate_FromEquipment(Character)

    This function is called every frame when the holder is equipping this item

    Declaration
    public virtual void OnItemUpdate_FromEquipment(Character holder)

    OnItemUpdate_FromInventory(Character, int, int)

    This function is called every frame when this item is in an holder's inventory

    Declaration
    public virtual void OnItemUpdate_FromInventory(Character holder, int inventoryID, int itemIndex)
    Parameters
    Type Name Description
    Character holder

    The holder of the inventory

    int inventoryID

    ID of the inventory

    OnItemUpdate_FromItemHolder(ItemHolder, int)

    This funtion is called every frame when it's being holded by a ItemHolder entity on stage

    Declaration
    public virtual void OnItemUpdate_FromItemHolder(ItemHolder holder, int count)

    OnPoseAnimationUpdate_FromEquipment(PoseCharacterRenderer)

    This function is called every frame when a pose-style character equipping this item

    Declaration
    public virtual void OnPoseAnimationUpdate_FromEquipment(PoseCharacterRenderer rendering)

    OnPoseAnimationUpdate_FromInventory(PoseCharacterRenderer, int, int)

    This function is called every frame when pose-style character update after rendering is ready

    Declaration
    public virtual void OnPoseAnimationUpdate_FromInventory(PoseCharacterRenderer rendering, int inventoryID, int itemIndex)
    Parameters
    Type Name Description
    PoseCharacterRenderer rendering

    The inventory holder

    int inventoryID

    ID of the inventory

    OnTakeDamage_FromEquipment(Character, ref Damage)

    This function is called when the holder took damage with this item equipping

    Declaration
    public virtual void OnTakeDamage_FromEquipment(Character holder, ref Damage damage)

    OnTakeDamage_FromInventory(Character, int, int, ref Damage)

    This function is called when holder take damage

    Declaration
    public virtual void OnTakeDamage_FromInventory(Character holder, int inventoryID, int itemIndex, ref Damage damage)
    Parameters
    Type Name Description
    Character holder

    The inventory holder

    int inventoryID

    ID of the inventory

    TryRepairEquipment(Character)

    Perform a repair for this item as an equipment

    Declaration
    public virtual bool TryRepairEquipment(Character holder)

    Use(Character, int, int, out bool)

    Perform the logic when the item get used

    Declaration
    public virtual bool Use(Character holder, int inventoryID, int itemIndex, out bool consume)
    Parameters
    Type Name Description
    Character holder

    Holder that using this item

    int inventoryID

    Inventory ID of this holder

    int itemIndex

    Index of this item inside the inventory

    bool consume

    True if the item should disappear after being used

    Returns
    Type Description
    bool

    True if the item is used

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