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Platformer Pro
2.3.2
A platform game kit for Unity.
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Managed equipping items. More...
Public Member Functions | |
virtual void | Init (Character character) |
Init this instance. Called from awake. More... | |
virtual EquipmentData | GetItemForSlot (string slot) |
Gets the item data for the given slot. More... | |
bool | EquipFromInventory (string slot, int inventorySlot) |
Equips an item from the inventory slot provided. More... | |
bool | UnequipToInventory (string slot) |
Unequips to a given inventory slot. More... | |
bool | UnequipToInventoryAtSlot (string slot, int inventorySlot) |
Unequips to a specific inventory slot. More... | |
bool | DestroyItem (string slot) |
Destroy an item (Unequip the given item and don't add it to inventory). More... | |
bool | IsEquipped (string itemId) |
Returns true if an item with the given id is equipped in any slot. More... | |
bool | IsEquippedinSlot (string itemId, string slot) |
Returns true if an item with the given id is in the given slot. More... | |
int | ItemCount (string itemId) |
Gets the count of a given item type across all stacks. More... | |
int | ConsumeFromSlot (string slot, int amount) |
Consume the amount of item from the specificed slot. More... | |
override void | ApplySaveData (object t) |
Applies the save data to the object. More... | |
override System.Type | SavedObjectType () |
Get the type of object this Persistable saves. More... | |
override void | ResetSaveData () |
Resets the save data back to default. More... | |
override System.Type[] | GetExtraTypes () |
Support complex object serialisation by passing additional types to seralizer. More... | |
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virtual void | Validate (PlatformerProMonoBehaviour myTarget) |
Override this method if you want to provide custom validation. The actual code should be surrounded by the if UNITY_EDITOR / endif directive. More... | |
Public Attributes | |
bool | autoEquip |
If true automatically equip a weapon if no weapon is currently equipped More... | |
bool | alwaysAutoEquip |
If true automatically equip a weapon if no weapon is currently equipped More... | |
bool | dropOnAutoEquip |
If true automatically drop the item that was in the auto equip slot. More... | |
List< string > | autoEquipSlots |
A list of slots that auto equip will apply to. More... | |
bool | ignoreZeroValuedMultipliers = true |
If true then we allow zero valued multipliers. Otherwise we ignore them and raise a warning. More... | |
List< string > | ignoredSlots |
Slots in here will have their multipliers ignored More... | |
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bool | usePersistenceDefaults = true |
Should we use the persistence defaults or override with our own values. More... | |
bool | enablePersistence = true |
Should we enable persistence. More... | |
bool | saveOnAnyChange |
Save whenever this value changes (Note: not supported by all objects). More... | |
PersistenceResetType | persistenceType |
When do we reset persistence? More... | |
Static Public Attributes | |
const string | UniqueDataIdentifier = "EquipmentManager" |
The player preference identifier. More... | |
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const string | BasePlayerPrefId = "PP.Persistent." |
The base player preference identifier. More... | |
Protected Member Functions | |
virtual void | OnItemEquipped (string type, Character character) |
Raises the item equipped event. More... | |
virtual void | OnItemUnequipped (string type, Character character) |
Raises the item unequipped event. More... | |
override void | ConfigureEventListeners () |
Init this instance. More... | |
virtual void | HandleItemCollected (object sender, ItemEventArgs e) |
Handles an item being collected. Used for autoequip. More... | |
override void | RecalculateEffectsOfItems () |
Updates item multipler stats. More... | |
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virtual void | OnLoaded () |
Raises the loaded event. More... | |
virtual void | DoPendingSaves (object sender, PersistenceEventArgs e) |
Trigger any pending saves. More... | |
virtual void | PhaseChange (object sender, GamePhaseEventArgs e) |
Handle a change of game phase, look for persistence event and apply. More... | |
virtual void | HandleRespawn (object sender, CharacterEventArgs e) |
Handle a change of game phase, look for persistence event and apply. More... | |
virtual void | HandleWillExitScene (object sender, SceneEventArgs e) |
Handles the will exit scene event More... | |
virtual void | HandleGameOver (object sender, CharacterEventArgs e) |
Handles the game over event More... | |
virtual void | HandleDied (object sender, DamageInfoEventArgs e) |
Handles the died event. More... | |
Protected Attributes | |
Dictionary< string, EquipmentData > | data |
Lookup for getting equipment state. More... | |
Character | character |
Which character does this inventory belong to. More... | |
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float | totalJumpHeightMultiplier = 1.0f |
float | totalMoveSpeedMultiplier = 1.0f |
float | totalRunSpeedMultiplier = 1.0f |
float | totalAccelerationMultiplier = 1.0f |
int | totalMaxHealthAdjustment = 1 |
float | totalDamageMultiplier = 1.0f |
float | totalWeaponSpeedMultiplier = 1.0f |
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bool | loaded |
Have we loaded the data yet? More... | |
bool | readyToSave |
Are we ready to save on the next save tick? More... | |
Persistable | latestSaveData |
Data to save when we trigger the next save tick. More... | |
Properties | |
override Character | Character [get, set] |
Gets the character. More... | |
override object | SaveData [get] |
Gets the data to save. More... | |
override string | Identifier [get] |
Get a unique identifier to use when saving the data (for example this could be used for part of the file name or player prefs name). More... | |
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virtual float | TotalJumpHeightMultiplier [get] |
Gets the total JumpHeightMultiplier of all equipped items, updated whenever items are equipped. More... | |
virtual float | TotalMoveSpeedMultiplier [get] |
Gets the total MoveSpeedMultiplier of all equipped items, updated whenever items are equipped. More... | |
virtual float | TotalRunSpeedMultiplier [get] |
Gets the total RunSpeedMultiplier of all equipped items, updated whenever items are equipped. More... | |
virtual float | TotalAccelerationMultiplier [get] |
Gets the total AccelerationMultiplier of all equipped items, updated whenever items are equipped. More... | |
virtual int | TotalMaxHealthAdjustment [get] |
Gets the total MaxHealthAdjustment of all equipped items, updated whenever items are equipped. More... | |
virtual float | TotalDamageMultiplier [get] |
Gets the total DamageMultiplier of all equipped items, updated whenever items are equipped. More... | |
virtual float | TotalWeaponSpeedMultiplier [get] |
Gets the total WeaponSpeedMultiplier of all equipped items, updated whenever items are equipped. More... | |
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virtual string | PlayerPrefsIdentifier [get] |
The player preference identifier. More... | |
virtual bool | EnablePersistence [get] |
Gets the value for persistence type taking in to account defaults. More... | |
virtual PersistenceResetType | PersistenceType [get] |
Gets the value for persistence type taking in to account defaults. More... | |
virtual bool | SaveOnChange [get] |
Gets the value for save on change type taking in to account defaults. More... | |
abstract Character | Character [get, set] |
Gets the character. More... | |
abstract object | SaveData [get] |
Gets the data to save. More... | |
abstract string | Identifier [get] |
Get a unique identifier to use when saving the data (for example this could be used for part of the file name or player prefs name). More... | |
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virtual string | Header [get] |
Gets the header string used to describe the component. More... | |
virtual string | DocLink [get] |
Gets a link to documentation site. More... | |
virtual string | VideoLink [get] |
Gets a link to a youtube video. More... | |
virtual string | Deprecated [get] |
If non-null this component is deprecated. The string shows a message indicating how it should be replaced. More... | |
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Character | Character [get, set] |
Get the character. More... | |
Events | |
System.EventHandler< ItemEventArgs > | ItemEquipped |
Item collected. More... | |
System.EventHandler< ItemEventArgs > | ItemUnequipped |
Item collected. More... | |
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System.EventHandler< EmptyEventArgs > | Loaded |
Sent when this persistable is loaded. More... | |
Additional Inherited Members | |
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static void | Save (Persistable p) |
Save the given persistable. More... | |
static void | SaveXml (Persistable p) |
Save the given persistable in XML format. More... | |
static void | SaveBinary (Persistable p) |
Save the given persistable in XML format. More... | |
static void | Load (Persistable p) |
Load the given persistable. More... | |
static void | Reset (Persistable p) |
Resets the given persistable. More... | |
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static object | LoadSavedDataXml (Persistable p) |
Does the actual load and returns raw object. More... | |
static object | LoadSavedDataBinary (Persistable p) |
Does the actual load and returns raw object. More... | |
Managed equipping items.
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virtual |
Applies the save data to the object.
Implements PlatformerPro.Persistable.
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protectedvirtual |
Init this instance.
Reimplemented from PlatformerPro.Persistable.
int PlatformerPro.EquipmentManager.ConsumeFromSlot | ( | string | slot, |
int | amount | ||
) |
Consume the amount of item from the specificed slot.
slot | Slot to consume from. |
amount | Amount. |
bool PlatformerPro.EquipmentManager.DestroyItem | ( | string | slot | ) |
Destroy an item (Unequip the given item and don't add it to inventory).
true
, if item was destroyed, false
if it couldn't be found.slot | Slot. |
bool PlatformerPro.EquipmentManager.EquipFromInventory | ( | string | slot, |
int | inventorySlot | ||
) |
Equips an item from the inventory slot provided.
true
, if item from inventory was equiped, false
otherwise.slot | name of equippable slot. |
inventorySlot | Index of inventory slot. |
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virtual |
Support complex object serialisation by passing additional types to seralizer.
Reimplemented from PlatformerPro.Persistable.
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virtual |
Gets the item data for the given slot.
slot | Slot. |
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protectedvirtual |
Handles an item being collected. Used for autoequip.
sender | |
e |
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virtual |
Init this instance. Called from awake.
Implements PlatformerPro.ICoreComponent.
bool PlatformerPro.EquipmentManager.IsEquipped | ( | string | itemId | ) |
Returns true if an item with the given id is equipped in any slot.
true
, If item is in slot.itemId | Item identifier. |
bool PlatformerPro.EquipmentManager.IsEquippedinSlot | ( | string | itemId, |
string | slot | ||
) |
Returns true if an item with the given id is in the given slot.
true
, If item is in slot.itemId | Item identifier. |
slot | Slot. |
int PlatformerPro.EquipmentManager.ItemCount | ( | string | itemId | ) |
Gets the count of a given item type across all stacks.
itemId | Item identifier. |
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protectedvirtual |
Raises the item equipped event.
type | Type. |
character | Character. |
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protectedvirtual |
Raises the item unequipped event.
type | Type. |
character | Character. |
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protectedvirtual |
Updates item multipler stats.
Implements PlatformerPro.ItemStatProvider.
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virtual |
Resets the save data back to default.
Implements PlatformerPro.Persistable.
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virtual |
Get the type of object this Persistable saves.
Implements PlatformerPro.Persistable.
bool PlatformerPro.EquipmentManager.UnequipToInventory | ( | string | slot | ) |
Unequips to a given inventory slot.
true
, if able to unequipped, false
otherwise.slot | Slot. |
bool PlatformerPro.EquipmentManager.UnequipToInventoryAtSlot | ( | string | slot, |
int | inventorySlot | ||
) |
Unequips to a specific inventory slot.
true
, if able to unequip to slot, false
otherwise.slot | Slot. |
inventorySlot | Inventory slot. |
bool PlatformerPro.EquipmentManager.alwaysAutoEquip |
If true automatically equip a weapon if no weapon is currently equipped
bool PlatformerPro.EquipmentManager.autoEquip |
If true automatically equip a weapon if no weapon is currently equipped
List<string> PlatformerPro.EquipmentManager.autoEquipSlots |
A list of slots that auto equip will apply to.
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protected |
Which character does this inventory belong to.
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protected |
Lookup for getting equipment state.
bool PlatformerPro.EquipmentManager.dropOnAutoEquip |
If true automatically drop the item that was in the auto equip slot.
List<string> PlatformerPro.EquipmentManager.ignoredSlots |
Slots in here will have their multipliers ignored
bool PlatformerPro.EquipmentManager.ignoreZeroValuedMultipliers = true |
If true then we allow zero valued multipliers. Otherwise we ignore them and raise a warning.
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static |
The player preference identifier.
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getset |
Gets the character.
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get |
Get a unique identifier to use when saving the data (for example this could be used for part of the file name or player prefs name).
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get |
Gets the data to save.
System.EventHandler<ItemEventArgs> PlatformerPro.EquipmentManager.ItemEquipped |
Item collected.
System.EventHandler<ItemEventArgs> PlatformerPro.EquipmentManager.ItemUnequipped |
Item collected.