• 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 UsableItem

    Describe an usable item. A usable item is an item that can be used in the inventory by double clicking on it. When it is used, all the stored UsageEffects will be run, allowing to specify what that item does. (e.g. a AddHealth effect will give health point back to the user)

    Inheritance
    System.Object
    UnityEngine.Object
    UnityEngine.ScriptableObject
    Item
    UsableItem
    Inherited Members
    Item.ItemName
    Item.ItemSprite
    Item.Description
    Item.WorldObjectPrefab
    Namespace: CreatorKitCode
    Assembly: Assembly-CSharp.dll
    Syntax
    [CreateAssetMenu(fileName = "UsableItem", menuName = "Beginner Code/Usable Item", order = -999)]
    public class UsableItem : Item

    Fields

    UsageEffects

    Declaration
    public List<UsableItem.UsageEffect> UsageEffects
    Field Value
    Type Description
    System.Collections.Generic.List<UsableItem.UsageEffect>

    Methods

    GetDescription()

    Declaration
    public override string GetDescription()
    Returns
    Type Description
    System.String
    Overrides
    Item.GetDescription()

    UsedBy(CharacterData)

    Declaration
    public override bool UsedBy(CharacterData user)
    Parameters
    Type Name Description
    CharacterData user
    Returns
    Type Description
    System.Boolean
    Overrides
    Item.UsedBy(CharacterData)
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