Enum ItemSlot
Represents the possible equipment slots for items on a character. Used to determine where an item can be equipped.
public enum ItemSlot : byte
Fields
Accessory slot (e.g., rings, amulets, trinkets).
Back slot (e.g., capes, cloaks).
Chest slot (e.g., armor, shirts).
Feet slot (e.g., boots, shoes).
Hands slot (e.g., gloves, gauntlets).
Head slot (e.g., helmets, hats).
Legs slot (e.g., pants, leggings).
Primary hand slot (e.g., sword, staff, wand).
Secondary hand slot (e.g., shield, offhand, tome).
Shoulders slot (e.g., pauldrons, shoulder pads).
Remarks
EVERY MEMBER IS EXPLICITLY NUMBERED, AND MUST STAY THAT WAY. Item templates are ScriptableObjects and serialize this as its integer, so the number is the contract — not the name and not the position.
Inserting Shoulders at index 2 once shifted every slot below Hands in every
already-authored asset: leggings became shoulders, boots became legs, a sword became feet
and a shield became back. Nothing errored, because each value was still a valid slot —
the items simply equipped to the wrong part of the body, and the only symptom was a sword
on someone's feet.
Add new slots at the END with the next free number. Never insert, never reorder, and never reuse the number of a slot that has been removed.