C# Class object_base, UnderworldExporter

Base class for objects and npcs Works hand in hand with ObjectInteraction
Inheritance: UWEBase
Afficher le fichier Open project: hankmorgan/UnderworldExporter Class Usage Examples

Méthodes publiques

Свойство Type Description
ItemDesc string
PickAvail bool
PickableDesc string
PickupLink string
TalkAvail bool
UseAvail bool
UseObjectOnDesc string
UseableDesc string

Méthodes publiques

Méthode Description
Activate ( ) : bool

For when this object is activated by code. Eg buttons

ActivateByObject ( GameObject ObjectUsed ) : bool

Activation of this object by another. EG key on door

AliasItemId ( ) : int

Another item Id this object could potentially have. Eg coin/gold coin. By default it's normal item_id is returned

ApplyAttack ( int damage ) : bool

Object is attacked or damaged in some way.

ApplyAttack ( int damage, GameObject source ) : bool

Applies the attack from a known source

BecomeObjectInHand ( ) : void

This object becomes the object in hand in order to be use

ChangeType ( int newID, int itemType ) : bool

Changes the type of the object. Eg when destroyed and it needs to become debris.

ContextMenuDesc ( int item_id ) : string
ContextMenuUseObjectOn_Inv ( ) : string
ContextMenuUseObjectOn_World ( ) : string
ContextMenuUsedDesc ( ) : string
ContextMenuUsedPickup ( ) : string
CopyObject_base ( GameObject target ) : void

Copies the object base.

Eat ( ) : bool

Player tries to eat this object.

EquipEvent ( int slotNo ) : bool

PLayer puts the object on in an inventory slot.

ExamineVerb ( ) : string
FailMessage ( ) : bool

Failure message to display when this object is used on a another object that has no use for it. Eg a key on a sign.

GetContextMenuText ( int item_id, bool isUseable, bool isPickable, bool ObjectInHand ) : string

Gets the context menu text.

GetImpactPoint ( ) : Vector3
GetWeight ( ) : float

Return the weight of the object stack

LookAt ( ) : bool

Outputs the look description of the object

MergeEvent ( ) : void

Code to call when merging two objects. To support cases where merging an object means the object becomes something different. Eg coin into stack of coins

PickupEvent ( ) : bool

For special events when an object is picked up. Eg silver seed or pickup traps

PickupVerb ( ) : string
PutItemAwayEvent ( int slotNo ) : bool

Event when Item is put into inventory

Split ( ) : void

Code to call when spliting an item and the split changes the item fundamentally.

TalkTo ( ) : bool

Player talks to the object.

UnEquipEvent ( int slotNo ) : bool

Player takes an object out of an inventory slot.

UseObjectOnVerb_Inv ( ) : string
UseObjectOnVerb_World ( ) : string
UseVerb ( ) : string
getEquipString ( ) : string

Gets the sprite name that is displayed when the object is equipped in inventory

getIdentificationLevels ( int EffectID ) : int

Gets the identification Skill levels required for identifying the enchantment..

objInt ( ) : ObjectInteraction,

Gets the object interaction that this object base works with

use ( ) : bool

The object is used by the player.

Méthodes protégées

Méthode Description
Start ( ) : void

Method Details

Activate() public méthode

For when this object is activated by code. Eg buttons
public Activate ( ) : bool
Résultat bool

ActivateByObject() public méthode

Activation of this object by another. EG key on door
public ActivateByObject ( GameObject ObjectUsed ) : bool
ObjectUsed GameObject Object used.
Résultat bool

AliasItemId() public méthode

Another item Id this object could potentially have. Eg coin/gold coin. By default it's normal item_id is returned
public AliasItemId ( ) : int
Résultat int

ApplyAttack() public méthode

Object is attacked or damaged in some way.
public ApplyAttack ( int damage ) : bool
damage int Damage.
Résultat bool

ApplyAttack() public méthode

Applies the attack from a known source
public ApplyAttack ( int damage, GameObject source ) : bool
damage int Damage.
source GameObject Source.
Résultat bool

BecomeObjectInHand() public méthode

This object becomes the object in hand in order to be use
public BecomeObjectInHand ( ) : void
Résultat void

ChangeType() public méthode

Changes the type of the object. Eg when destroyed and it needs to become debris.
public ChangeType ( int newID, int itemType ) : bool
newID int New ID.
itemType int Item type.
Résultat bool

ContextMenuDesc() public méthode

public ContextMenuDesc ( int item_id ) : string
item_id int
Résultat string

ContextMenuUseObjectOn_Inv() public méthode

public ContextMenuUseObjectOn_Inv ( ) : string
Résultat string

ContextMenuUseObjectOn_World() public méthode

public ContextMenuUseObjectOn_World ( ) : string
Résultat string

ContextMenuUsedDesc() public méthode

public ContextMenuUsedDesc ( ) : string
Résultat string

ContextMenuUsedPickup() public méthode

public ContextMenuUsedPickup ( ) : string
Résultat string

CopyObject_base() public méthode

Copies the object base.
public CopyObject_base ( GameObject target ) : void
target GameObject Target.
Résultat void

Eat() public méthode

Player tries to eat this object.
public Eat ( ) : bool
Résultat bool

EquipEvent() public méthode

PLayer puts the object on in an inventory slot.
public EquipEvent ( int slotNo ) : bool
slotNo int Slot no.
Résultat bool

ExamineVerb() public méthode

public ExamineVerb ( ) : string
Résultat string

FailMessage() public méthode

Failure message to display when this object is used on a another object that has no use for it. Eg a key on a sign.
public FailMessage ( ) : bool
Résultat bool

GetContextMenuText() public méthode

Gets the context menu text.
public GetContextMenuText ( int item_id, bool isUseable, bool isPickable, bool ObjectInHand ) : string
item_id int
isUseable bool
isPickable bool
ObjectInHand bool
Résultat string

GetImpactPoint() public méthode

public GetImpactPoint ( ) : Vector3
Résultat Vector3

GetWeight() public méthode

Return the weight of the object stack
public GetWeight ( ) : float
Résultat float

LookAt() public méthode

Outputs the look description of the object
public LookAt ( ) : bool
Résultat bool

MergeEvent() public méthode

Code to call when merging two objects. To support cases where merging an object means the object becomes something different. Eg coin into stack of coins
public MergeEvent ( ) : void
Résultat void

PickupEvent() public méthode

For special events when an object is picked up. Eg silver seed or pickup traps
public PickupEvent ( ) : bool
Résultat bool

PickupVerb() public méthode

public PickupVerb ( ) : string
Résultat string

PutItemAwayEvent() public méthode

Event when Item is put into inventory
public PutItemAwayEvent ( int slotNo ) : bool
slotNo int Slot no.
Résultat bool

Split() public méthode

Code to call when spliting an item and the split changes the item fundamentally.
public Split ( ) : void
Résultat void

Start() protected méthode

protected Start ( ) : void
Résultat void

TalkTo() public méthode

Player talks to the object.
public TalkTo ( ) : bool
Résultat bool

UnEquipEvent() public méthode

Player takes an object out of an inventory slot.
public UnEquipEvent ( int slotNo ) : bool
slotNo int Slot no.
Résultat bool

UseObjectOnVerb_Inv() public méthode

public UseObjectOnVerb_Inv ( ) : string
Résultat string

UseObjectOnVerb_World() public méthode

public UseObjectOnVerb_World ( ) : string
Résultat string

UseVerb() public méthode

public UseVerb ( ) : string
Résultat string

getEquipString() public méthode

Gets the sprite name that is displayed when the object is equipped in inventory
public getEquipString ( ) : string
Résultat string

getIdentificationLevels() public méthode

Gets the identification Skill levels required for identifying the enchantment..
public getIdentificationLevels ( int EffectID ) : int
EffectID int Effect ID to test
Résultat int

objInt() public méthode

Gets the object interaction that this object base works with
public objInt ( ) : ObjectInteraction,
Résultat ObjectInteraction,

use() public méthode

The object is used by the player.
public use ( ) : bool
Résultat bool

Property Details

ItemDesc public_oe static_oe property

public static string ItemDesc
Résultat string

PickAvail public_oe static_oe property

public static bool PickAvail
Résultat bool

PickableDesc public_oe static_oe property

public static string PickableDesc
Résultat string

PickupLink public_oe property

public string PickupLink
Résultat string

TalkAvail public_oe static_oe property

public static bool TalkAvail
Résultat bool

UseAvail public_oe static_oe property

public static bool UseAvail
Résultat bool

UseObjectOnDesc public_oe static_oe property

public static string UseObjectOnDesc
Résultat string

UseableDesc public_oe static_oe property

public static string UseableDesc
Résultat string