Create Weapon Item
Last updated
Last updated
A unique identifier is the essence of the weapon in the system, by which it will identify it.
To create a unique identifier, go to :
Create -> Aurora FPS -> Inventory -> Equippable Item
We have created an identifier with a set of fields.
Now let's set it up and see what each of them gives us, and also consider examples of using some of them.
Property
Description
Name
The unique identifier of the weapon.
Type
The group to which the weapon belongs.
Property
Description
First Person Weapon
Here we put the prefab of our weapons.
First Person Position
Setting the initial position of the weapon.
First Person Rotation
Setting the initial rotation of the weapon.
Property
Description
Drop Weapon
Here we put a model of a weapon that can be selected.
Drop Rotation
The rotation of the object when dropping.
Drop Forward Multiplier
At what distance from the player the discarded object will appear.
Drop Force
Setting the force of the throw when dropping an object.
Drop Torque
Setting the torque when dropping an object.
Name
Description
Select Time
The time of taking the item in hand.
Hide Time
The time when the object is removed from the hands.
Property
Description
Reusable
Shows whether we can reuse the item or whether it will be deleted after the first use.
Property
Description
Item Image
Here we put the sprite of our weapon, which will be displayed in the HUD.
This parameter is responsible for events that will occur during the use of the item.
Property
Description
Component
Component Name.
Function
The function of the component that needs to be called.
Parameters
List of function parameters.
The function will be called only if the component is located on the same object as the InventorySystem component.
Example:
We can create an apple, when using it, the "ApplyHealth" function will be called from the "ObjectHealth" component with the parameter specified by us and will restore a certain amount of health to the player.