NGUI: Next-Gen UI kit
3.7.2
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Inventory System – Base Item. Note that it would be incredibly tedious to create all items by hand, Warcraft style. It's a lot more straightforward to create all items to be of the same level as far as stats go, then specify an appropriate level range for the item where it will appear. Effective item stats can then be calculated by lowering the base stats by an appropriate amount. Add a quality modifier, and you have additional variety, Terraria 1.1 style. More...
Public Types | |
enum | Slot { Slot.None, Slot.Weapon, Slot.Shield, Slot.Body, Slot.Shoulders, Slot.Bracers, Slot.Boots, Slot.Trinket, Slot._LastDoNotUse } |
Public Attributes | |
int | id16 |
16-bit item ID, generated by the system. Not to be confused with a 32-bit item ID, which actually contains the ID of the database as its prefix. More... | |
string | name |
Name of this item. More... | |
string | description |
This item's custom description. More... | |
Slot | slot = Slot.None |
Slot that this item belongs to. More... | |
int | minItemLevel = 1 |
Minimum and maximum allowed level for this item. When random loot gets generated, only items within appropriate level should be considered. More... | |
int | maxItemLevel = 50 |
List< InvStat > | stats = new List<InvStat>() |
And and all base stats this item may have at a maximum level (50). Actual object's stats are calculated based on item's level and quality. More... | |
GameObject | attachment |
Game Object that will be created and attached to the specified slot on the body. This should typically be a prefab with a renderer component, such as a sword, a bracer, shield, etc. More... | |
Color | color = Color.white |
Object's main material color. More... | |
UIAtlas | iconAtlas |
Atlas used for the item's icon. More... | |
string | iconName = "" |
Name of the icon's sprite within the atlas. More... | |
Inventory System – Base Item. Note that it would be incredibly tedious to create all items by hand, Warcraft style. It's a lot more straightforward to create all items to be of the same level as far as stats go, then specify an appropriate level range for the item where it will appear. Effective item stats can then be calculated by lowering the base stats by an appropriate amount. Add a quality modifier, and you have additional variety, Terraria 1.1 style.
enum InvBaseItem.Slot |
GameObject InvBaseItem.attachment |
Game Object that will be created and attached to the specified slot on the body. This should typically be a prefab with a renderer component, such as a sword, a bracer, shield, etc.
Color InvBaseItem.color = Color.white |
Object's main material color.
string InvBaseItem.description |
This item's custom description.
UIAtlas InvBaseItem.iconAtlas |
Atlas used for the item's icon.
string InvBaseItem.iconName = "" |
Name of the icon's sprite within the atlas.
int InvBaseItem.id16 |
16-bit item ID, generated by the system. Not to be confused with a 32-bit item ID, which actually contains the ID of the database as its prefix.
int InvBaseItem.maxItemLevel = 50 |
int InvBaseItem.minItemLevel = 1 |
Minimum and maximum allowed level for this item. When random loot gets generated, only items within appropriate level should be considered.
string InvBaseItem.name |
Name of this item.
Slot InvBaseItem.slot = Slot.None |
Slot that this item belongs to.
And and all base stats this item may have at a maximum level (50). Actual object's stats are calculated based on item's level and quality.