C# 클래스 object_base, UnderworldExporter

Base class for objects and npcs Works hand in hand with ObjectInteraction
상속: UWEBase
파일 보기 프로젝트 열기: hankmorgan/UnderworldExporter 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
ItemDesc string
PickAvail bool
PickableDesc string
PickupLink string
TalkAvail bool
UseAvail bool
UseObjectOnDesc string
UseableDesc string

공개 메소드들

메소드 설명
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.

보호된 메소드들

메소드 설명
Start ( ) : void

메소드 상세

Activate() 공개 메소드

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

ActivateByObject() 공개 메소드

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

AliasItemId() 공개 메소드

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

ApplyAttack() 공개 메소드

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

ApplyAttack() 공개 메소드

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

BecomeObjectInHand() 공개 메소드

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

ChangeType() 공개 메소드

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.
리턴 bool

ContextMenuDesc() 공개 메소드

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

ContextMenuUseObjectOn_Inv() 공개 메소드

public ContextMenuUseObjectOn_Inv ( ) : string
리턴 string

ContextMenuUseObjectOn_World() 공개 메소드

public ContextMenuUseObjectOn_World ( ) : string
리턴 string

ContextMenuUsedDesc() 공개 메소드

public ContextMenuUsedDesc ( ) : string
리턴 string

ContextMenuUsedPickup() 공개 메소드

public ContextMenuUsedPickup ( ) : string
리턴 string

CopyObject_base() 공개 메소드

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

Eat() 공개 메소드

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

EquipEvent() 공개 메소드

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

ExamineVerb() 공개 메소드

public ExamineVerb ( ) : string
리턴 string

FailMessage() 공개 메소드

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
리턴 bool

GetContextMenuText() 공개 메소드

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
리턴 string

GetImpactPoint() 공개 메소드

public GetImpactPoint ( ) : Vector3
리턴 Vector3

GetWeight() 공개 메소드

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

LookAt() 공개 메소드

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

MergeEvent() 공개 메소드

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
리턴 void

PickupEvent() 공개 메소드

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

PickupVerb() 공개 메소드

public PickupVerb ( ) : string
리턴 string

PutItemAwayEvent() 공개 메소드

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

Split() 공개 메소드

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

Start() 보호된 메소드

protected Start ( ) : void
리턴 void

TalkTo() 공개 메소드

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

UnEquipEvent() 공개 메소드

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

getEquipString() 공개 메소드

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

getIdentificationLevels() 공개 메소드

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

objInt() 공개 메소드

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

use() 공개 메소드

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

프로퍼티 상세

ItemDesc 공개적으로 정적으로 프로퍼티

public static string ItemDesc
리턴 string

PickAvail 공개적으로 정적으로 프로퍼티

public static bool PickAvail
리턴 bool

PickableDesc 공개적으로 정적으로 프로퍼티

public static string PickableDesc
리턴 string

PickupLink 공개적으로 프로퍼티

public string PickupLink
리턴 string

TalkAvail 공개적으로 정적으로 프로퍼티

public static bool TalkAvail
리턴 bool

UseAvail 공개적으로 정적으로 프로퍼티

public static bool UseAvail
리턴 bool

UseObjectOnDesc 공개적으로 정적으로 프로퍼티

public static string UseObjectOnDesc
리턴 string

UseableDesc 공개적으로 정적으로 프로퍼티

public static string UseableDesc
리턴 string