C# Class object_base, UnderworldExporter

Base class for objects and npcs Works hand in hand with ObjectInteraction
Inheritance: UWEBase
显示文件 Open project: hankmorgan/UnderworldExporter Class Usage Examples

Public Properties

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

Public Methods

Method 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.

Protected Methods

Method Description
Start ( ) : void

Method Details

Activate() public method

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

ActivateByObject() public method

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

AliasItemId() public method

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

ApplyAttack() public method

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

ApplyAttack() public method

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

BecomeObjectInHand() public method

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

ChangeType() public method

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.
return bool

ContextMenuDesc() public method

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

ContextMenuUseObjectOn_Inv() public method

public ContextMenuUseObjectOn_Inv ( ) : string
return string

ContextMenuUseObjectOn_World() public method

public ContextMenuUseObjectOn_World ( ) : string
return string

ContextMenuUsedDesc() public method

public ContextMenuUsedDesc ( ) : string
return string

ContextMenuUsedPickup() public method

public ContextMenuUsedPickup ( ) : string
return string

CopyObject_base() public method

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

Eat() public method

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

EquipEvent() public method

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

ExamineVerb() public method

public ExamineVerb ( ) : string
return string

FailMessage() public method

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
return bool

GetContextMenuText() public method

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
return string

GetImpactPoint() public method

public GetImpactPoint ( ) : Vector3
return Vector3

GetWeight() public method

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

LookAt() public method

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

MergeEvent() public method

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
return void

PickupEvent() public method

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

PickupVerb() public method

public PickupVerb ( ) : string
return string

PutItemAwayEvent() public method

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

Split() public method

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

Start() protected method

protected Start ( ) : void
return void

TalkTo() public method

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

UnEquipEvent() public method

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

UseObjectOnVerb_Inv() public method

public UseObjectOnVerb_Inv ( ) : string
return string

UseObjectOnVerb_World() public method

public UseObjectOnVerb_World ( ) : string
return string

UseVerb() public method

public UseVerb ( ) : string
return string

getEquipString() public method

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

getIdentificationLevels() public method

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

objInt() public method

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

use() public method

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

Property Details

ItemDesc public_oe static_oe property

public static string ItemDesc
return string

PickAvail public_oe static_oe property

public static bool PickAvail
return bool

PickableDesc public_oe static_oe property

public static string PickableDesc
return string

PickupLink public_oe property

public string PickupLink
return string

TalkAvail public_oe static_oe property

public static bool TalkAvail
return bool

UseAvail public_oe static_oe property

public static bool UseAvail
return bool

UseObjectOnDesc public_oe static_oe property

public static string UseObjectOnDesc
return string

UseableDesc public_oe static_oe property

public static string UseableDesc
return string