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.
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.
Inventory UI Manager
This script manages and creates the slots. It can also be used to view loot items.
Properties | Description |
---|---|
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. |
See below how to set the elements:
Inventory Slot UI
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 |
---|---|
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 |
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