• Api Documentation

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    • CreatorKitCode
      • BaseElementalEffect
      • CharacterData
      • Container
      • ElementalEffect
      • EquipmentItem
      • EquipmentItem.EquipmentSlot
      • EquipmentItem.EquippedEffect
      • EquipmentSystem
      • Helpers
      • HighlightableObject
      • InteractableObject
      • InventorySystem
      • InventorySystem.InventoryEntry
      • Item
      • Loot
      • LootSpawner
      • LootSpawner.LootEntry
      • LootSpawner.SpawnEvent
      • SFXManager
      • SFXManager.PlayData
      • SFXManager.Use
      • SpawnPoint
      • StatSystem
      • StatSystem.DamageType
      • StatSystem.StatModifier
      • StatSystem.StatModifier.Mode
      • StatSystem.Stats
      • StatSystem.TimedStatModifier
      • UsableItem
      • UsableItem.UsageEffect
      • VFXDatabase
      • VFXDatabase.VFXDBEntry
      • VFXManager
      • VFXManager.VFXInstance
      • Weapon
      • Weapon.AttackData
      • Weapon.Stat
      • Weapon.WeaponAttackEffect
    • CreatorKitCodeInternal
      • AmbiencePlayer
      • AnimationControllerDispatcher
      • AnimationControllerDispatcher.IAttackFrameReceiver
      • AnimationControllerDispatcher.IFootstepFrameReceiver
      • AttackState
      • BreakableObject
      • CameraController
      • CharacterAudio
      • CharacterControl
      • DamageUI
      • DamageUI.ActiveText
      • EffectIconUI
      • EquipmentUI
      • InventoryCharacterRender
      • InventoryUI
      • InventoryUI.DragData
      • ItemEntryUI
      • ItemTooltip
      • LootUI
      • RandomBGMPlayer
      • RandomLoopOffset
      • ResourceManager
      • SceneLinkedSMB<TMonoBehaviour>
      • SimpleEnemyController
      • SimpleEnemyController.State
      • TrainingDummy
      • UIAlphaRaycast
      • UISystem

    Class EquipmentSystem

    Handles the equipment stored inside an instance of CharacterData. Will take care of unequipping the previous item when equipping a new one in the same slot.

    Inheritance
    System.Object
    EquipmentSystem
    Namespace: CreatorKitCode
    Assembly: Assembly-CSharp.dll
    Syntax
    public class EquipmentSystem

    Properties

    OnEquiped

    Declaration
    public Action<EquipmentItem> OnEquiped { get; set; }
    Property Value
    Type Description
    System.Action<EquipmentItem>

    OnUnequip

    Declaration
    public Action<EquipmentItem> OnUnequip { get; set; }
    Property Value
    Type Description
    System.Action<EquipmentItem>

    Weapon

    Declaration
    public Weapon Weapon { get; }
    Property Value
    Type Description
    Weapon

    Methods

    Equip(EquipmentItem)

    Equip the given item for the given user. This won't check about requirement, this should be done by the inventory before calling equip!

    Declaration
    public void Equip(EquipmentItem item)
    Parameters
    Type Name Description
    EquipmentItem item

    Which item to equip

    GetItem(EquipmentItem.EquipmentSlot)

    Declaration
    public EquipmentItem GetItem(EquipmentItem.EquipmentSlot slot)
    Parameters
    Type Name Description
    EquipmentItem.EquipmentSlot slot
    Returns
    Type Description
    EquipmentItem

    Init(CharacterData)

    Declaration
    public void Init(CharacterData owner)
    Parameters
    Type Name Description
    CharacterData owner

    InitWeapon(Weapon, CharacterData)

    Declaration
    public void InitWeapon(Weapon wep, CharacterData data)
    Parameters
    Type Name Description
    Weapon wep
    CharacterData data

    Unequip(EquipmentItem.EquipmentSlot, Boolean)

    Unequip the item in the given slot. isReplacement is used to tell the system if this unequip was called because we equipped something new in that slot or just unequip to empty slot. This is for the weapon : the weapon slot can't be empty, so if this is not a replacement, this will auto-requip the base weapon.

    Declaration
    public void Unequip(EquipmentItem.EquipmentSlot slot, bool isReplacement = false)
    Parameters
    Type Name Description
    EquipmentItem.EquipmentSlot slot
    System.Boolean isReplacement
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