Items are things that characters can pick up and use. Some can also be 'equipped' and this class handles that for the object it is on.
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Inherits MonoBehaviour, and plyGame.IPersistable.
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void | Save (string key) |
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void | Load (string key) |
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void | DeleteSaveData (string key) |
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void | DisablePersistence () |
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bool | EquipItem (Item it, bool visualEquipFailSilent, ItemBag.ItemDropOption dropOpt) |
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bool | EquipItem (Item it, string toEquipSlot, bool visualEquipFailSilent, ItemBag.ItemDropOption dropOpt) |
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bool | EquipItem (Item it, int toEquipSlotIdx, bool visualEquipFailSilent, ItemBag.ItemDropOption dropOpt) |
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bool | UnEquipItem (string equipSlot, ItemBag.ItemDropOption dropOpt) |
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bool | UnEquipItem (int slot, ItemBag.ItemDropOption dropOpt) |
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Item | ItemInSlot (int slot) |
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Item | ItemInSlot (string slotName) |
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bool | persistenceOn = true |
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void | Awake () |
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void | Start () |
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List< EquippedItem > | items [get, set] |
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Items are things that characters can pick up and use. Some can also be 'equipped' and this class handles that for the object it is on.