Class EquipmentItem
Special Item than can be equipped. They can have a minimum stats value needed to equip them, and you can add
EquippedEffect which will be executed when the object is equipped and unequipped, allowing to code special
behaviour when the player equipped those object, like raising stats.
Inheritance
System.Object
UnityEngine.Object
UnityEngine.ScriptableObject
EquipmentItem
Assembly: Assembly-CSharp.dll
Syntax
[CreateAssetMenu(fileName = "EquipmentItem", menuName = "Beginner Code/Equipment Item", order = -999)]
public class EquipmentItem : Item
Fields
EquippedEffects
Declaration
public List<EquipmentItem.EquippedEffect> EquippedEffects
Field Value
MinimumAgility
Declaration
public int MinimumAgility
Field Value
Type |
Description |
System.Int32 |
|
MinimumDefense
Declaration
public int MinimumDefense
Field Value
Type |
Description |
System.Int32 |
|
MinimumStrength
Declaration
[Header("Minimum Stats")]
public int MinimumStrength
Field Value
Type |
Description |
System.Int32 |
|
Slot
Declaration
public EquipmentItem.EquipmentSlot Slot
Field Value
Methods
EquippedBy(CharacterData)
Declaration
public void EquippedBy(CharacterData user)
Parameters
GetDescription()
Declaration
public override string GetDescription()
Returns
Type |
Description |
System.String |
|
Overrides
UnequippedBy(CharacterData)
Declaration
public void UnequippedBy(CharacterData user)
Parameters
UsedBy(CharacterData)
Declaration
public override bool UsedBy(CharacterData user)
Parameters
Returns
Type |
Description |
System.Boolean |
|
Overrides