Inventory in UI
The inventory in the UI is just a visual representation of the real inventory, it allows you to organize items, seven sequential slots, equip, unequip and drop items.
Last updated
The inventory in the UI is just a visual representation of the real inventory, it allows you to organize items, seven sequential slots, equip, unequip and drop items.
Last updated
All Inventory in the UI is already configured in all user interfaces, you can simply modify it to be the way you want, but if you want to build from scratch it is important to read this page.
This script manages and creates the slots. It can also be used to view loot items.
See below how to set the elements:
This component is fundamental for the functioning of the Inventory UI, with it it is possible to draw icons of items in the slot, equip when dropping an item in the slot, set and draw sequential items.
Properties | Description |
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Properties | Description |
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Inventory Screeen
It is the screen where all the Inventory UI elements reside.
Target Inventory
Inventory you want to inspect the items. Leave empty if you want to inspect the player's items.
Slot Prefab
Prefab configured from a standard slot.
Hide Cursor When Exit Inventory
Hide mouse cursor when exit inventory. ⚠ Pay attention to the player's configuration so that it doesn't block the FireMode when this option is unchecked.
Lock Cursor When Exit Inventory
Lock mouse cursor when exit inventory
Show Cursor When Open Inventory
Show mouse cursor when open inventory
Filter Left Hand Items
When this option is checked the left hand items do not appear.
Slots Quantity
Number of Slots to instantiate.
Inventory Scroll View Content
Content of a ScrollView that contains the Grid Layout Group component, which will automatically arrange the Slot spacing.
Slots
Generated slots (not necessarily, if you set the Slots Quantity to 0 and assign the slots here, it's the same)
Is Loot View
This option create a loot checker and will always activate the Loot View screen when the player rolls over a loot. ⚠ Use an Inventory UI Manager for Loot View.
Player
The player, you can leave this variable empty.
Character Layer
Character layer, if you are using another layer for Loot, add the option here.
Check Loot Radius
Radius that the player can collect loot.
Inventory
inventário para a troca de informação
Item ID To Draw
ID of the item to be drawn ⚠ if it is a slot generated by the Inventory UI Manager, this ID is automatically set
Draw Sequential Item
Draw the item by sequence and not by ID
Sequential To Draw
Sequential Slot to draw the item ⚠ Example: draw the player's primary weapon, which would be in the first slot
Set Sequential On Drop
Sets the item in Sequential Slot of inventory when an item is dropped in this slot. ⚠ This option should not be used on normal slots instantiated by Inventory UI Manager.
Slot Item Image
Image that will draw the icons of the items
Slot Health Bar
Image(Filled Type) in to show the "health" of the item.
Item Without Icon Sprite
Sprite that will appear when the item doesn't have a sprite icon assigned.
Empty Slot Sprite
Sprite that will appear when the slot is empty.
Item Quantity Text
Text that counts the quantity of the items
Outline
Image that do an outline effect when the cursor is over the slot.
Enable Options
Activates the buttons that appear when you click on the slot (Use, Equip, Unequip, Drop)
Auto Equip On Drop
Equip an item on drop in this slot
Is a Loot Slot
Informs other slots and Inventory UI Managers that this slot comes from a loot ⚠ No need to create a different slot for loots, Loot View checks this option automatically
Allow Items With Tags
Item filter by tags, here you put the tags of the type of item that the slot can support ⚠ Example: Primary Weapon tag and etc...
Allow Any Item
Allow any item regardless of item tag
Options Panel
Panel with all Option Buttons inside (Use, Equip, Unequip, Drop)
Equip Button
Equip Button in Slot
Unequip Button
Unequip Button in Slot
Use Button
Use Button in Slot
Drop Button
Drop Button in Slot