Loot Object Receiver
Last updated
Last updated
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:
He is responsible for ensuring that the canvas always looks at the player.
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.
We can pass the target that the Canvas will look at manually.
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.
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.
Responsible for animating the appearance and disappearance of the canvas.
All manipulations with the canvas size and so on occur through the code.
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.
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.
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.
It is responsible for displaying a certain UI element when receiving a corresponding message from the selected item.
The selected weapon has several messages:
Inventory Full - the inventory is full, it is impossible to pick up an item.
Loot Available - there is a place in the inventory, you can pick up an item.
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.
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.
Here we put a link to the Loot Weapon component of the selected item.
Loot Available
Inventory Full
This component is responsible for displaying the selection button.
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.
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.
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.