C# 클래스 ObjectInteraction, UnderworldExporter

상속: Object3D
파일 보기 프로젝트 열기: hankmorgan/UnderworldExporter 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
CanBePickedUp bool
CanBeUsed bool
InvDisplayIndex int
Link int
Owner int
PickedUp bool
PlaySoundEffects bool
Quality int
WorldDisplayIndex int
animationStarted bool
aud AudioSource
flags int
ignoreSprite bool
inventorySlot int
isAnimated bool
isEnchanted bool
isIdentified bool
isQuant bool
item_id int
tc TextureController

공개 메소드들

메소드 설명
Alias ( int id ) : int
AliasItemId ( ) : int
Attack ( int damage, GameObject source ) : bool
CanMerge ( ObjectInteraction mergingInto, ObjectInteraction mergingFrom ) : bool
ChangeType ( int newID, int newType ) : bool
CombineObject ( GameObject InputObject1, GameObject InputObject2 ) : GameObject
CopyGameObjectInteraction ( GameObject target ) : ObjectInteraction
CreateNPC ( GameObject myObj, string NPC_ID, string EditorSprite, int npc_whoami ) : void
CreateNewObject ( int NewItem_id ) : ObjectInteraction

Creates a new game object at run time.

CreateObjectGraphics ( GameObject myObj, string AssetPath, bool BillBoard ) : GameObject
CreateObjectInteraction ( GameObject myObj, GameObject parentObj, float DimX, float DimY, float DimZ, float CenterY, string WorldString, string InventoryString, string EquipString, int ItemType, int ItemId, int link, int Quality, int Owner, int isMoveable, int isUsable, int isAnimated, int useSprite, int isQuant, int isEnchanted, int flags, int inUseFlag ) : ObjectInteraction
CreateObjectInteraction ( GameObject myObj, float DimX, float DimY, float DimZ, float CenterY, string WorldString, string InventoryString, string EquipString, int ItemType, int ItemId, int link, int Quality, int Owner, int isMoveable, int isUsable, int isAnimated, int useSprite, int isQuant, int isEnchanted, int flags, int inUseFlag ) : ObjectInteraction
CreateObjectInteraction ( GameObject myObj, float DimX, float DimY, float DimZ, float CenterY, string WorldString, string InventoryString, string EquipString, int ItemType, int ItemId, int link, int Quality, int Owner, int isMoveable, int isUsable, int isAnimated, int useSprite, int isQuant, int isEnchanted, int flags, int inUseFlag, string ChildName ) : ObjectInteraction
Equip ( int SlotNo ) : bool
ExamineVerb ( ) : string
FailMessage ( ) : bool
GetEquipDisplay ( ) : Sprite
GetEquipString ( ) : string
GetHitFrameEnd ( ) : int
GetHitFrameStart ( ) : int
GetImpactPoint ( ) : Vector3

Gets the impact point location that will spawn when this object is hit.

GetInventoryDisplay ( ) : Sprite
GetItemType ( ) : int

Gets the type of the item from object masters. UWE object type codes.

GetQty ( ) : int
GetWeight ( ) : float
GetWorldDisplay ( ) : Sprite
IsStackable ( ) : bool
LookDescription ( ) : bool
LookDescriptionContext ( ) : string

Looks the description to be displayed in a context menu.

Merge ( ObjectInteraction mergingInto, ObjectInteraction mergingFrom ) : void
OnCollisionEnter ( Collision collision ) : void
Pickup ( ) : bool
PickupVerb ( ) : string
PutItemAway ( int SlotNo ) : bool
RefreshAnim ( ) : void
SetNPCProps ( GameObject myObj, int npc_whoami, int npc_xhome, int npc_yhome, int npc_hunger, int npc_health, int npc_hp, int npc_arms, int npc_power, int npc_goal, int npc_attitude, int npc_gtarg, int npc_talkedto, int npc_level, int npc_name, string gtarg_name, string NavMeshRegion ) : void
SetWorldDisplay ( Sprite NewSprite ) : void
Split ( ObjectInteraction splitFrom ) : void
Split ( ObjectInteraction splitFrom, ObjectInteraction splitTo ) : void
Start ( ) : void
TalkTo ( ) : bool
UnEquip ( int SlotNo ) : bool
Update ( ) : void
UpdateAnimation ( ) : void
Use ( ) : bool
UseObjectOnVerb_Inv ( ) : string
UseObjectOnVerb_World ( ) : string
UseVerb ( ) : string
consumeObject ( ) : void
getMessageLog ( ) : ScrollController

메소드 상세

Alias() 공개 정적인 메소드

public static Alias ( int id ) : int
id int
리턴 int

AliasItemId() 공개 메소드

public AliasItemId ( ) : int
리턴 int

Attack() 공개 메소드

public Attack ( int damage, GameObject source ) : bool
damage int
source GameObject
리턴 bool

CanMerge() 공개 정적인 메소드

public static CanMerge ( ObjectInteraction mergingInto, ObjectInteraction mergingFrom ) : bool
mergingInto ObjectInteraction
mergingFrom ObjectInteraction
리턴 bool

ChangeType() 공개 메소드

public ChangeType ( int newID, int newType ) : bool
newID int
newType int
리턴 bool

CombineObject() 공개 메소드

public CombineObject ( GameObject InputObject1, GameObject InputObject2 ) : GameObject
InputObject1 GameObject
InputObject2 GameObject
리턴 GameObject

CopyGameObjectInteraction() 공개 메소드

public CopyGameObjectInteraction ( GameObject target ) : ObjectInteraction
target GameObject
리턴 ObjectInteraction

CreateNPC() 공개 정적인 메소드

public static CreateNPC ( GameObject myObj, string NPC_ID, string EditorSprite, int npc_whoami ) : void
myObj GameObject
NPC_ID string
EditorSprite string
npc_whoami int
리턴 void

CreateNewObject() 공개 정적인 메소드

Creates a new game object at run time.
public static CreateNewObject ( int NewItem_id ) : ObjectInteraction
NewItem_id int New item identifier.
리턴 ObjectInteraction

CreateObjectGraphics() 공개 정적인 메소드

public static CreateObjectGraphics ( GameObject myObj, string AssetPath, bool BillBoard ) : GameObject
myObj GameObject
AssetPath string
BillBoard bool
리턴 GameObject

CreateObjectInteraction() 공개 정적인 메소드

public static CreateObjectInteraction ( GameObject myObj, GameObject parentObj, float DimX, float DimY, float DimZ, float CenterY, string WorldString, string InventoryString, string EquipString, int ItemType, int ItemId, int link, int Quality, int Owner, int isMoveable, int isUsable, int isAnimated, int useSprite, int isQuant, int isEnchanted, int flags, int inUseFlag ) : ObjectInteraction
myObj GameObject
parentObj GameObject
DimX float
DimY float
DimZ float
CenterY float
WorldString string
InventoryString string
EquipString string
ItemType int
ItemId int
link int
Quality int
Owner int
isMoveable int
isUsable int
isAnimated int
useSprite int
isQuant int
isEnchanted int
flags int
inUseFlag int
리턴 ObjectInteraction

CreateObjectInteraction() 공개 정적인 메소드

public static CreateObjectInteraction ( GameObject myObj, float DimX, float DimY, float DimZ, float CenterY, string WorldString, string InventoryString, string EquipString, int ItemType, int ItemId, int link, int Quality, int Owner, int isMoveable, int isUsable, int isAnimated, int useSprite, int isQuant, int isEnchanted, int flags, int inUseFlag ) : ObjectInteraction
myObj GameObject
DimX float
DimY float
DimZ float
CenterY float
WorldString string
InventoryString string
EquipString string
ItemType int
ItemId int
link int
Quality int
Owner int
isMoveable int
isUsable int
isAnimated int
useSprite int
isQuant int
isEnchanted int
flags int
inUseFlag int
리턴 ObjectInteraction

CreateObjectInteraction() 공개 정적인 메소드

public static CreateObjectInteraction ( GameObject myObj, float DimX, float DimY, float DimZ, float CenterY, string WorldString, string InventoryString, string EquipString, int ItemType, int ItemId, int link, int Quality, int Owner, int isMoveable, int isUsable, int isAnimated, int useSprite, int isQuant, int isEnchanted, int flags, int inUseFlag, string ChildName ) : ObjectInteraction
myObj GameObject
DimX float
DimY float
DimZ float
CenterY float
WorldString string
InventoryString string
EquipString string
ItemType int
ItemId int
link int
Quality int
Owner int
isMoveable int
isUsable int
isAnimated int
useSprite int
isQuant int
isEnchanted int
flags int
inUseFlag int
ChildName string
리턴 ObjectInteraction

Equip() 공개 메소드

public Equip ( int SlotNo ) : bool
SlotNo int
리턴 bool

ExamineVerb() 공개 메소드

public ExamineVerb ( ) : string
리턴 string

FailMessage() 공개 메소드

public FailMessage ( ) : bool
리턴 bool

GetEquipDisplay() 공개 메소드

public GetEquipDisplay ( ) : Sprite
리턴 Sprite

GetEquipString() 공개 메소드

public GetEquipString ( ) : string
리턴 string

GetHitFrameEnd() 공개 메소드

public GetHitFrameEnd ( ) : int
리턴 int

GetHitFrameStart() 공개 메소드

public GetHitFrameStart ( ) : int
리턴 int

GetImpactPoint() 공개 메소드

Gets the impact point location that will spawn when this object is hit.
public GetImpactPoint ( ) : Vector3
리턴 Vector3

GetInventoryDisplay() 공개 메소드

public GetInventoryDisplay ( ) : Sprite
리턴 Sprite

GetItemType() 공개 메소드

Gets the type of the item from object masters. UWE object type codes.
public GetItemType ( ) : int
리턴 int

GetQty() 공개 메소드

public GetQty ( ) : int
리턴 int

GetWeight() 공개 메소드

public GetWeight ( ) : float
리턴 float

GetWorldDisplay() 공개 메소드

public GetWorldDisplay ( ) : Sprite
리턴 Sprite

IsStackable() 공개 메소드

public IsStackable ( ) : bool
리턴 bool

LookDescription() 공개 메소드

public LookDescription ( ) : bool
리턴 bool

LookDescriptionContext() 공개 메소드

Looks the description to be displayed in a context menu.
public LookDescriptionContext ( ) : string
리턴 string

Merge() 공개 정적인 메소드

public static Merge ( ObjectInteraction mergingInto, ObjectInteraction mergingFrom ) : void
mergingInto ObjectInteraction
mergingFrom ObjectInteraction
리턴 void

OnCollisionEnter() 공개 메소드

public OnCollisionEnter ( Collision collision ) : void
collision Collision
리턴 void

Pickup() 공개 메소드

public Pickup ( ) : bool
리턴 bool

PickupVerb() 공개 메소드

public PickupVerb ( ) : string
리턴 string

PutItemAway() 공개 메소드

public PutItemAway ( int SlotNo ) : bool
SlotNo int
리턴 bool

RefreshAnim() 공개 메소드

public RefreshAnim ( ) : void
리턴 void

SetNPCProps() 공개 정적인 메소드

public static SetNPCProps ( GameObject myObj, int npc_whoami, int npc_xhome, int npc_yhome, int npc_hunger, int npc_health, int npc_hp, int npc_arms, int npc_power, int npc_goal, int npc_attitude, int npc_gtarg, int npc_talkedto, int npc_level, int npc_name, string gtarg_name, string NavMeshRegion ) : void
myObj GameObject
npc_whoami int
npc_xhome int
npc_yhome int
npc_hunger int
npc_health int
npc_hp int
npc_arms int
npc_power int
npc_goal int
npc_attitude int
npc_gtarg int
npc_talkedto int
npc_level int
npc_name int
gtarg_name string
NavMeshRegion string
리턴 void

SetWorldDisplay() 공개 메소드

public SetWorldDisplay ( Sprite NewSprite ) : void
NewSprite Sprite
리턴 void

Split() 공개 정적인 메소드

public static Split ( ObjectInteraction splitFrom ) : void
splitFrom ObjectInteraction
리턴 void

Split() 공개 정적인 메소드

public static Split ( ObjectInteraction splitFrom, ObjectInteraction splitTo ) : void
splitFrom ObjectInteraction
splitTo ObjectInteraction
리턴 void

Start() 공개 메소드

public Start ( ) : void
리턴 void

TalkTo() 공개 메소드

public TalkTo ( ) : bool
리턴 bool

UnEquip() 공개 메소드

public UnEquip ( int SlotNo ) : bool
SlotNo int
리턴 bool

Update() 공개 메소드

public Update ( ) : void
리턴 void

UpdateAnimation() 공개 메소드

public UpdateAnimation ( ) : void
리턴 void

Use() 공개 메소드

public Use ( ) : bool
리턴 bool

UseObjectOnVerb_Inv() 공개 메소드

public UseObjectOnVerb_Inv ( ) : string
리턴 string

UseObjectOnVerb_World() 공개 메소드

public UseObjectOnVerb_World ( ) : string
리턴 string

UseVerb() 공개 메소드

public UseVerb ( ) : string
리턴 string

consumeObject() 공개 메소드

public consumeObject ( ) : void
리턴 void

getMessageLog() 공개 메소드

public getMessageLog ( ) : ScrollController
리턴 ScrollController

프로퍼티 상세

CanBePickedUp 공개적으로 프로퍼티

Indicates if the object can be picked up.
public bool CanBePickedUp
리턴 bool

CanBeUsed 공개적으로 프로퍼티

Indicates if the object can be used.
public bool CanBeUsed
리턴 bool

InvDisplayIndex 공개적으로 프로퍼티

The Sprite index number to use when displaying this object in the inventory. (Note that armour is handled differently on the paperdoll- Uses equip string from objectmasters)
public int InvDisplayIndex
리턴 int

Link 공개적으로 프로퍼티

public int Link
리턴 int

Owner 공개적으로 프로퍼티

public int Owner
리턴 int

PickedUp 공개적으로 프로퍼티

Tells if object is in the inventory or in the open world in case there is different behaviours needed depending on the case.
public bool PickedUp
리턴 bool

PlaySoundEffects 공개적으로 정적으로 프로퍼티

public static bool PlaySoundEffects
리턴 bool

Quality 공개적으로 프로퍼티

public int Quality
리턴 int

WorldDisplayIndex 공개적으로 프로퍼티

The sprite index number to use when displaying this object in the game world.
public int WorldDisplayIndex
리턴 int

animationStarted 공개적으로 프로퍼티

public bool animationStarted
리턴 bool

aud 공개적으로 프로퍼티

public AudioSource aud
리턴 AudioSource

flags 공개적으로 프로퍼티

The flags from UW on this object.
public int flags
리턴 int

ignoreSprite 공개적으로 프로퍼티

Ignores the sprite indices and just uses what it is generated with. Usually switches and signs that use tmobj.
public bool ignoreSprite
리턴 bool

inventorySlot 공개적으로 프로퍼티

The inventory slot that the object is in.
public int inventorySlot
리턴 int

isAnimated 공개적으로 프로퍼티

public bool isAnimated
리턴 bool

isEnchanted 공개적으로 프로퍼티

public bool isEnchanted
리턴 bool

isIdentified 공개적으로 프로퍼티

public bool isIdentified
리턴 bool

isQuant 공개적으로 프로퍼티

public bool isQuant
리턴 bool

item_id 공개적으로 프로퍼티

The item Id. Uses the constants from above.
public int item_id
리턴 int

tc 공개적으로 정적으로 프로퍼티

public static TextureController tc
리턴 TextureController