Loot Object Receiver

This type of component is responsible for information when hovering over the selected object.

Each selected item has its own Canvas, which requires additional configuration.

And so let's take a look at all the components we need in order:

UI Billboard Effect

He is responsible for ensuring that the canvas always looks at the player.

Automatically

We can set the target via the object tag.

Example:

If we work in Prefab, then we can't manually specify the camera and then this method will help us, when initializing an object, the system will find an object with the necessary tag itself and the canvas will always look at it.

Manual

We can pass the target that the Canvas will look at manually.

Rect Transform Placer

Responsible for the position of the canvas relative to the object.

Example:

When we throw an object, the canvas is still static relative to the object, and does not rotate with it.

Advanced Settings

Rect Transform Resizer

Responsible for animating the appearance and disappearance of the canvas.

All manipulations with the canvas size and so on occur through the code.

Show Event

Hide Event

Canvas Camera Initializer

This component is needed in order to place the camera in the Canvas component.

Since we are working with Prefab, we do not have access to the camera and this component, when initialized by the tag, finds the camera and places it in the Canvas component.

Loot State UI

It is responsible for displaying a certain UI element when receiving a corresponding message from the selected item.

The selected weapon has several messages:

  1. Inventory Full - the inventory is full, it is impossible to pick up an item.

  2. Loot Available - there is a place in the inventory, you can pick up an item.

  3. Replace - such an item is already in the inventory, change the item.

The list of messages can be replenished, only default messages are specified here.

Add New States

In order to add a new message display, click on the plus sign.

In the window that appears, specify the text of the message and a link to the UI element with the text prepared for this message.

Loot Object

Here we put a link to the Loot Weapon component of the selected item.

Example

Loot Available

Inventory Full

Replace

UI Element Visibility

This component is responsible for displaying the selection button.

Enable Callback

Disable Callback

Loot Long Press Image Fill

This component processes the click of the selection button and fills the selection bar.

Loot Object - a link to the Loot Weapon component of the selected item.

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