Aurora FPS Engine
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  • Player
    • Create Player
      • Based on Character Controller
      • Based on Rigidbody
    • Configurate Movement
      • Сonfigure Speed
      • Сonfigure Jump
      • Сonfigure Air Control
      • Сonfigure Acceleration
      • Сonfigure Crouch
      • Сonfigure Gravity
      • Сonfigure Grounded Settings
      • Сonfigure Roof Checker
      • Сonfigure Wall Checker
      • Advanced settings
    • Configurate Camera
      • Required Settings
      • Сonfigure Sensitivity
      • Сonfigure Settings
      • Add Custom Effects
      • Сonfigure Zooming
    • Input Receiver
      • Add New Input
      • Configurate Input
      • Input Interactions
      • Input Processor
    • Health System
      • Velocity Damage Settings
      • Add Custom Effect
      • Respawn Settings
      • Damage Shake Settings
      • Death Settings
    • Inventory System
      • Groups
        • Add New Group
        • Adding Slots To A Group
      • Weapon Settings
      • Advanced Settings
      • Add New Item
        • Item
        • Equippable Item
    • Footstep Sound System
      • Footstep Mapping
    • Loot System
      • Looting System
      • Looting Object
    • Grab System
    • Remote Body
      • Ragdoll
      • Weapon
  • Weapon
    • Create Weapon
      • Create Weapon Item
      • Create Weapon Prefab
    • Configurate Weapon
      • Сonfigure Gun
        • Animation System
        • Shooting System
          • Raycast Shooting System
          • Physics Shooting System
          • Raycast Shotgun System
          • Physics Shotgun System
          • Create Bullet
            • Bullet Item
            • Physics Bullet
            • Decal Mapping
        • Reload System
          • Standart Reload System
          • Sequential Reload System
      • Сonfigure Grenade
        • Animation System
        • Throw System
          • Create Grenade
        • Ammo System
      • Сonfigure Melee
        • Animation System
        • Attack System
    • Crosshair
      • Main Crosshair
      • Hit Effect
      • Kill Effect
    • Override Transformation
    • Custom Effects
    • Recoil System
    • Audio Event
  • Artificial Intelligence
    • Create AI
    • Configurate AI
      • Behaviour
        • Add Behaviour
        • Behavior Settings
        • Default Behavior
          • Locomotion
          • Combat
          • Shooting
        • Remove Behaviour
      • Trasitions
        • Add Default Transition
        • Add Custom Transition
        • Remove Custom Transition
      • Conditions
        • Add Condition
          • Default Conditions
        • Remove Condition
    • Health System
      • Add Custom Effect
      • Respawn Settings
      • Death Settings
    • Animation System
      • 1D Animation System
      • 2D Animation System
    • Vision
      • Fixed VIew
      • Procedural View
    • Cover System
    • Inverse Kinematics
      • Foot IK
      • Hands IK
    • Footstep Sound
      • Footstep Mapping
    • Ragdoll
    • Way Point Map
  • World
    • Terrain Manager
  • UI
    • Weapon Receiver
    • Health Receiver
    • Loot Object Receiver
    • Animation
    • SFX
  • Tools
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  • Utilities
    • Remote Controller Sync
  • Other
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On this page
  • UI Billboard Effect
  • Automatically
  • Manual
  • Rect Transform Placer
  • Advanced Settings
  • Rect Transform Resizer
  • Show Event
  • Hide Event
  • Canvas Camera Initializer
  • Loot State UI
  • Add New States
  • Loot Object
  • Example
  • UI Element Visibility
  • Enable Callback
  • Disable Callback
  • Loot Long Press Image Fill

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  1. UI

Loot Object Receiver

PreviousHealth ReceiverNextAnimation

Last updated 3 years ago

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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.

Name

Description

Side

Top - canvas will be located above the object.

Bottom - canvas will be located under the object. Left - canvas will be located to the left of the object. Right - canvas will be located to the right of the object.

Relative Object

A reference to the object.

Advanced Settings

Name

Description

Smooth

The speed of the canvas movement.

Tolerance

The value by which the canvas can deviate before returning to the specified position.

Offset

The distance at which the canvas will be located from the object.

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

Name

Description

Component

Here we select the LootWeapon component.

Event

Here we select the OnBecomeReceiverVisibleCallback event. The event that must occur for the canvas to appear.

Arg 1

The time for which the animation of the canvas appearance will occur. (in seconds)

Arg 2

The curve along which the canvas will appear.

Hide Event

Name

Description

Component

Here we select the LootWeapon component.

Event

Here we select the OnBecomeReceiverVisibleCallback event.

The event that must occur for the canvas to disappear.

Arg 1

The time it takes for the canvas to disappear animation to occur. (in seconds)

Arg 2

The curve along which the canvas will disappear.

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

Name

Description

Component

Here we select the LootWeapon component.

Event

Here we select the OnBecomeReceiverVisibleCallback event. The event that must occur for the selection button to appear.

Disable Callback

Name

Description

Component

Here we select the LootWeapon component.

Event

Here we select the OnBecomeReceiverVisibleCallback event.

This component is responsible for displaying the selection button.

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.