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- | ====== LibEcho Class Reference ====== | ||
- | I was originally doing this automagically with JSDoc, but it made the source code a mess. So here it all is redone by hand in markdown. | ||
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- | I do my best to keep this up-to-date, but the [[http:// | ||
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- | This file is meant to be dry technical documentation of the class implementation for reference purposes. | ||
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- | ===== LibEcho.Apparel ===== | ||
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- | Apparel in LibEcho is defined as anything that a Person can wear. This includes clothing, jewelry, and perhaps even naughty toys in some cases. | ||
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- | An article of Apparel may occupy one or more ClothingSlots. This prevents a character from wearing a dozen coats at the same time, for example. A shirt would occupy ClothingSlot.TORSO and a pair of pants would occupy ClothingSlot.LEGS. A dress would occupy both ClothingSlot.TORSO and ClothingSlot.LEGS. | ||
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- | When a Person wears a particular article of Apparel, any currently worn articles that occupy the same ClothingSlots are removed. | ||
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- | In general, you probably needn' | ||
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- | A couple of generic Apparel types are provided. GenericApparel provides a bare-bones Apparel implementation from which which all other Apparel types are derived. | ||
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- | Additionally, | ||
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- | The Apparel system also provides the Wardrobe and WornApparel classes, which is a special subclasses of GeneralInventory that only deal with Apparel. | ||
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- | In general, you may use a Wardrobe interchangeably with a GeneralInventory with the InventoryUI macro. | ||
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- | FIXME: Document how WornApparel and Wardrobe interact as far as items technically remaining in the Wardrobe while they are worn by a Person. |