Equipment
⚔️ Equipment Class
The settings and functionality of the inventory's equipment section.
Namespace:
Esper.Inventool
Access:
public
Type:
class
Inherits:
InventoolObject
📦 Fields
public
rotationType
RotationType
The character viewer rotation type.
public
parityX
Parity
Controls whether the amount of slots on the X-axis are even or odd.
public
parityY
Parity
Controls whether the amount of slots on the Y-axis are even or odd.
public
characterImage
Sprite
A character image to use instead of the 3D character viewer. This is meant for 2D games only.
public
useEquipFallback
bool
If enabled, when an item is attempted to be equipped through the TryEquip method and there are no slots available for it, the item will replace an existing one.
public
slots
List<EquipmentSlot>
A list of all created equipment slots.
public
canEquip
Func<ItemStack, bool>
A function that checks if an item can be equipped. You can use this to set your own logic to prevent/allow equipping.
public
canUnequip
Func<ItemStack, bool>
A function that checks if an item can be unequipped. You can use this to set your own logic to prevent/allow unequipping.
public
onItemEquipped
UnityEvent<ItemStack, EquipmentSlot>
A callback for when an item is equipped. This accepts 2 arguments: the item equipped (ItemStack), the affected equipment slot (EquipmentSlot).
public
onItemUnequipped
UnityEvent<ItemStack, EquipmentSlot>
A callback for when an item is unequipped. This accepts 2 argument: the item unequipped (ItemStack), the affected equipment slot (EquipmentSlot).
🧰 Methods
public
ClearData()
void
Clears all runtime data. Slots will remain intact.
public
GetAllItems()
List<ItemStack>
Creates and returns a list of all equipped items.
public
EmptySlots()
void
Removes all items from all equipment slots. This will not invoke unequip events.
public
HasSlot(int positionIndex)
bool
Checks if a slot at a position index exists. Returns true if a slot at the position index exists. Otherwise, false.
public
HasSlot(string name)
bool
Checks if a slot with a name exists. Returns true if a slot with the name exists. Otherwise, false.
public
GetIndexOfSlot(int positionIndex)
int
Gets the index of the slot in the list by the position index. Returns the index of the slot or -1 if it doesn't exist.
public
ToggleEquip(ItemStack itemStack)
void
Checks the item's state and attempts to equip it if unequipped, or unequip it if currently equipped.
public
IsEquipped(ItemStack itemStack)
bool
Checks if an item stack is currently equipped in any slot. Returns true if the item stack is equipped. Otherwise, false.
public
IsEquipped(Item item)
bool
Checks if an item is currently equipped in any slot. Returns true if the item is equipped. Otherwise, false.
public
TryEquip(ItemStack itemStack)
bool
Attempts to equip an item stack. Returns true if the item stack was successfully equipped. Otherwise, false.
public
TryUnequip(ItemStack itemStack)
bool
Attempts to unequip an item stack. Returns true if the item stack was successfully unequipped. Otherwise, false.
public
TryUnequip(Item item)
bool
Attempts to unequip an item. Returns true if the item was successfully unequipped. Otherwise, false.
public
UnequipAll()
void
Unequips all items.
public
GetSlot(int positionIndex)
EquipmentSlot
Gets an equipment slot by position index. Returns the equipment slot at the position index or null if such a slot doesn't exist.
public
GetSlot(string name)
EquipmentSlot
Gets an equipment slot by name. Returns the equipment slot with the name or null if such a slot doesn't exist.
public
GetSlot(ItemStack itemStack)
EquipmentSlot
Gets an equipment slot that contains a specific item stack. Returns the equipment slot with the item stack or null if such a slot doesn't exist.
public
GetSlot(Item item)
EquipmentSlot
Gets the first equipment slot that contains a specific item. Returns the first equipment slot with the item or null if such a slot doesn't exist.
public
GetFirstSlotOfType(string itemTypeName)
EquipmentSlot
Gets the first slot of a specific item type by name. Returns the first slot found that supports the item type or null if such a slot doesn't exist.
public
GetFirstSlotOfType(ItemType itemType)
EquipmentSlot
Gets the first slot of a specific item type. Returns the first slot found that supports the item type or null if such a slot doesn't exist.
public
SetData(Equipment equipment)
void
Sets the data from another equipment.
public static
GetObjectByID(int id)
Equipment
Gets the equipment by ID. Returns the equipment with the ID or null if one doesn't exist.
public static
Create()
Equipment
Creates a new instance of an equipment (editor only).
public static
CreateCopy(Equipment original)
Equipment
Creates a copy of another equipment.
🧩 Nested Enums
RotationType
Supported rotation types.
Free
Free rotation.
X
Rotate only on the X-axis.
Y
Rotate only on the Y-axis.
Parity
Equipment grid parity types.
Even
An even number of rows or columns.
Odd
An odd number of rows or columns.
Accessing the Equipment
You can access the player's equipment with Inventool.Equipment
.
Getting Slots
You can access the full list of slots with the slots
field.
Check If A Slot Exists
bool result = Inventool.Equipment.HasSlot("My Slot Name");
Get Slot By Name
EquipmentSlot slot = Inventool.Equipment.GetSlot("My Slot Name");
Get Slot At Position
// Get slot at position 0
EquipmentSlot slot = Inventool.Equipment.GetSlot(0);
Get Slot With A Specific Item Stack
EquipmentSlot slot = Inventool.Equipment.GetSlot(myItemStack);
Get First Slot of An Item Type
EquipmentSlot slot = Inventool.Equipment.GetSlot(myItemType);
Removing Slots
Inventool.Equipment.slots.Remove(mySlot);
Equipping
Checking Item Equipped State
The IsEquipped
method checks if an Item or Item Stack is currently equipped at any slot.
bool result = Inventool.Equipment.IsEquipped(myItem);
Equip An Item
The TryEquip
method attempts to equip an ItemStack
at the first slot possible. This method returns true if the item was successfully equipped. This may fail if there isn't a slot that can equip the item.
bool result = Inventool.Equipment.TryEquip(itemStack);
Unequipping
Unequip An Item
The TryUnequip
method attempts to unequip an ItemStack
. This method returns true if the item was successfully unequipped. This will only fail if the item stack was not equipped.
bool result = Inventool.Equipment.TryUnequip(itemStack);
Unequip All
The UnequipAll
method unequips all item stacks from all slots.
Inventool.Equipment.UnequipAll();
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