Table of Contents

Class EquippableItemTemplate

Namespace
FishMMO.Shared
Assembly
FishMMO.Shared.dll

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
Object
ScriptableObject
EquippableItemTemplate
Implements
Derived
Inherited Members
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.name
Object.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

BlendShapeProfile

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

BodyRegion[]

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

int

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

uint

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

ItemAttributeTemplateDatabase[]

Slot

The equipment slot this item can be equipped to (e.g., head, chest, weapon).

public ItemSlot Slot

Field Value

ItemSlot