AngeliA
Search Results for

    Show / Hide Table of Contents

    Class ItemHolder

    Entity that represent an item on map

    Implements
    IMapItem
    ICarrier

    Fields

    TYPE_ID

    Declaration
    public static readonly int TYPE_ID

    Properties

    CarryOtherOnTop

    Trhe if this entity can carry other ICarrier on top

    Declaration
    public override bool CarryOtherOnTop { get; }
    Overrides
    Rigidbody.CarryOtherOnTop

    ItemCount

    How many items does this holder contains

    Declaration
    public int ItemCount { get; set; }

    ItemID

    Item ID from inventory system

    Declaration
    public int ItemID { get; set; }

    PhysicalLayer

    Which physical layer should this entity fill it's collider in

    Declaration
    public override int PhysicalLayer { get; }
    Overrides
    Rigidbody.PhysicalLayer

    SelfCollisionMask

    Intrinsic physics layers this entity should collide with

    Declaration
    public override int SelfCollisionMask { get; }
    Overrides
    Rigidbody.SelfCollisionMask

    Methods

    BeforeUpdate()

    [2/4] This function is called every frame when entity is in stage. Prioritize using this function to update physics logic.

    Declaration
    public override void BeforeUpdate()
    Overrides
    Entity.BeforeUpdate()

    ClearHoldingPool()

    Reset the internal data of the items that's exists outside player's view

    Declaration
    public static void ClearHoldingPool()

    Collect(Character)

    Collect the item holded inside this container

    Declaration
    public bool Collect(Character character)
    Returns
    Type Description
    bool

    True if the item has been collected

    FirstUpdate()

    [1/4] This function is called every frame when entity is in stage. Prioritize using this function to fill collider in to physics system.

    Declaration
    public override void FirstUpdate()
    Overrides
    Rigidbody.FirstUpdate()

    InsideGroundCheck()

    Function that holds the stuck inside ground checking logic

    Declaration
    protected override bool InsideGroundCheck()
    Overrides
    Rigidbody.InsideGroundCheck()

    Jump(int)

    Perform a jump for once

    Declaration
    public void Jump(int velocity = 42)
    Parameters
    Type Name Description
    int velocity

    Initial speed Y

    LateUpdate()

    [4/4] This function is called every frame when entity is in stage. Prioritize using this function to render the entity.

    Declaration
    public override void LateUpdate()
    Overrides
    Entity.LateUpdate()

    OnActivated()

    This function is called when entity enter the stage

    Declaration
    public override void OnActivated()
    Overrides
    Rigidbody.OnActivated()

    OnInactivated()

    This function is called when entity leave the stage

    Declaration
    public override void OnInactivated()
    Overrides
    Entity.OnInactivated()

    Update()

    [3/4] This function is called every frame when entity is in stage. Prioritize using this function to update physics logic.

    Declaration
    public override void Update()
    Overrides
    Rigidbody.Update()
    Back to top ๐Ÿ„๐Ÿฆโ€โฌ›๐Ÿงฆ๐Ÿˆ๐ŸŽƒ๐Ÿ’“๐ŸŒนโ˜•๐Ÿดโ€โ˜ ๏ธ๐Ÿค