CostumeManagerComponent

Manages information such as clothes and weapons equipped by the player.

# Properties

[{"index":"string CustomBodyEquip (Sync)","0":"Skin"}]

[{"index":"string CustomCapeEquip (Sync)","0":"Cape"}]

[{"index":"string CustomCapEquip (Sync)","0":"Hat"}]

[{"index":"string CustomCoatEquip (Sync)","0":"Coat"}]

[{"index":"string CustomEarAccessoryEquip (Sync)","0":"Ear Accessory"}]

[{"index":"string CustomEarEquip (Sync)","0":"Ears"}]

[{"index":"string CustomEyeAccessoryEquip (Sync)","0":"Eye Accessory"}]

[{"index":"string CustomFaceAccessoryEquip (Sync)","0":"Face Accessory"}]

[{"index":"string CustomFaceEquip (Sync)","0":"Face"}]

[{"index":"string CustomGloveEquip (Sync)","0":"Gloves"}]

[{"index":"string CustomHairEquip (Sync)","0":"Hair Style"}]

[{"index":"string CustomLongcoatEquip (Sync)","0":"Long Coat"}]

[{"index":"string CustomOneHandedWeaponEquip (Sync)","0":"1H Weapon"}]

[{"index":"string CustomPantsEquip (Sync)","0":"Pants"}]

[{"index":"string CustomShoesEquip (Sync)","0":"Shoes"}]

[{"index":"string CustomSubWeaponEquip (Sync)","0":"Sub-weapon"}]

[{"index":"string CustomTwoHandedWeaponEquip (Sync)","0":"2H Weapon"}]

[{"index":"string DefaultEquipUserId (Sync) (HideFromInspector)","0":"Custom equipment will be applied after duplicating the target user's equipment. Even the users not connecting can designate it, and it won't be applied if the target user's equipment is changed after the designation."}]

[{"index":"ReadOnlyList EquippedItems (ReadOnly) (HideFromInspector)","0":"Information about equipped items. It cannot be modified in the script."}]

[{"index":"boolean UseCustomEquipOnly (Sync)","0":"It only uses costume specified in the script, not the default costume of the user."}]

##### inherited from Component:

[{"index":"boolean Enable (Sync)","0":"Checks whether Component is activated or not."}]

[{"index":"boolean EnableInHierarchy (ReadOnly) (HideFromInspector)","0":"Displays whether this Component is Enable in the hierarchy. If Entity Enable is false regardless of Component Enable, returns false."}]

[{"index":"Entity Entity (ReadOnly)","0":"The Entity that owns this component."}]

# Methods

[{"index":"string GetEquip(MapleAvatarItemCategory category) (ClientOnly)","0":"Returns the itemRUID currently being equipped. Access is available using property."}]

[{"index":"void SetEquip(MapleAvatarItemCategory category, string itemRUID)","0":"Equips the item corresponding to the entered itemRUID. Enter an empty string to unlock the device. Using properties can change it."}]

##### inherited from Component:

[{"index":"boolean IsClient()","0":"Returns whether the current execution environment is a client or not."}]

[{"index":"boolean IsServer()","0":"Returns whether the current execution environment is a server or not."}]

# Events

[{"index":"DestroyMapleCostumeEvent","0":"Event that occurs when CostumeManagerComponent is deleted."}]

[{"index":"InitMapleCostumeEvent","0":"The event occurs when changing the wearing state of equipment."}]

# Examples

This example shows how a player’s hair changes and outputs the RUID when the player touches another entity.
    
    
    @Component
    script HairClearTrigger extends Component
        @EventSender("Self")
        handler HandleTriggerEnterEvent(TriggerEnterEvent event)
        --Parameters
        local TriggerBodyEntity = event.TriggerBodyEntity
        --------------------------------------------------------
        if self:IsServer() == true then
            return
        end
    
        local costumeManager = TriggerBodyEntity.CostumeManagerComponent
        costumeManager:SetEquip(MapleAvatarItemCategory.Hair, "000000")
        log (costumeManager:GetEquip(MapleAvatarItemCategory.Hair))
        end
    end
    

# SeeAlso

  * TriggerEnterEvent