Namespaces

GGG.Equipment.UI

Classes

EquipmentCatalog

Resolves an item definition to its equipment-specific definition.

EquipmentController

MonoBehaviour host for an EquipmentLoadout. This component exposes equipment state to scenes and prefabs without introducing inventory, combat, input, or presentation dependencies.

EquipmentEntry

Immutable runtime state for an equipped item.

EquipmentLoadout

Owns the runtime state and rules for one equipment loadout. It has no dependency on inventory, combat, input, UI, animation, or character presentation.

EquipmentLoadoutDefinition

Defines the slots available to an equipment owner. Different characters, machines, vehicles, or other entities can use different loadout definitions.

EquipmentSlot

Runtime state for one slot in an equipment loadout.

EquipmentSlotDefinition

Defines a stable equipment role such as Head, Main Hand, Tool Belt, Accessory, Scanner Mount, or Vehicle Utility Slot.

EquippableItemDefinition

Describes how an item participates in the equipment system. This is intentionally unrelated to combat. Equippable items may include clothing, tools, lights, scanners, backpacks, badges, weapons, or any other item assigned to an equipment slot.

Structs

EquipmentChange

Describes one successful equipment-state transition. Previous or Current may be null depending on the change type.

Interfaces

IEquipment

Public runtime contract for querying and changing equipped-item state.

Enums

EquipmentChangeType

Identifies a kind of equipment state change.

Types