Class EquippableItemTemplate
Abstract base class for equippable item templates, defining slot, attributes, and model data. Used for equipment items such as armor and weapons.
public abstract class EquippableItemTemplate : BaseItemTemplate, ICachedObject, ITooltip
- Inheritance
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ObjectScriptableObjectEquippableItemTemplate
- Implements
- Derived
- Inherited Members
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ScriptableObject.SetDirty()ScriptableObject.CreateInstance<T>()Object.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.FindObjectsByType<T>()Object.FindObjectsByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Fields
BlendShapes
Optional blend shapes on the equipment mesh that sync with body blend shapes. When the body's blend shape values change, matching entries here are applied to the equipment renderer.
[Tooltip("Optional blend shape profile for this equipment mesh.")]
public BlendShapeProfile BlendShapes
Field Value
EquipmentMeshes
Addressable references to equipment mesh variations for this item. The specific mesh is selected from this list using ModelSeed and ModelPools. These meshes must be skinned to the master skeleton.
[Tooltip("Mesh variations for this equipment item. Selected via ModelSeed/ModelPools.")]
public List<AssetReference> EquipmentMeshes
Field Value
- List<AssetReference>
HiddenRegions
Body regions hidden when this item is equipped. For example, a chest plate hides the Torso and Arms regions.
[Tooltip("Body regions to hide when this item is equipped.")]
public BodyRegion[] HiddenRegions
Field Value
MaxItemAttributes
The maximum number of attributes the item will have when it's generated.
[Tooltip("The maximum number of attributes the item will have when it's generated.")]
public int MaxItemAttributes
Field Value
ModelPools
Pools of models for different model variations. Used to select different visual models for the item.
public int[] ModelPools
Field Value
- int[]
ModelSeed
The seed value used for model randomization and selection.
public uint ModelSeed
Field Value
RandomAttributeDatabases
The databases of random item attributes that can be added to the item when it's generated.
[Tooltip("The database of random item attributes that can be added to the item when it's generated.")]
public ItemAttributeTemplateDatabase[] RandomAttributeDatabases
Field Value
Slot
The equipment slot this item can be equipped to (e.g., head, chest, weapon).
public ItemSlot Slot