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UI_Inventory

Here you'll learn what each UI Inventory behaviour does.

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Player UI Inventory Input

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Delegates input (using the new Unity Input System) to sub behaviours using Unity Events.arrow-up-right

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Inventory Panels Manager

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Handles the inventory panels.

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Item Auto Mover

Wieldable Tags: All of the item tag(s) that correspond to the wieldables.

Clothing Tags: All of the clothing tag(s) that correspond to clothing items.

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Item Drag Handler

Dragged Item Scale: The visual scale of the dragged item.

Dragged Item Alpha: The transparency of the dragged item.

Slot Template: Slot template prefab that will be instantiate when an item gets dragged.

UI_Wieldables

Here you'll learn what each UI Wieldable behaviour does.

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Scope

Canvas Group: The canvas group used to fade the scopes in & out.

Scopes: All of the existing UI scopes.

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Crosshairs

Default Crosshair: The default (starting) crosshair.

Canvas Group: The canvas group used to fade a crosshair in & out.

Crosshair Alpha: The max crosshairs alpha.

Alpha Lerp Speed: The speed at which the crosshairs will change their alpha.

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Ammo

Animator: Reference to the animator used for the Ammo UI.

Magazine Text: A UI text component that's used for displaying the current ammo in the magazine.

Inventory Text: A UI text component that's used for displaying the current ammo in the storage.

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Charge

Canvas Group: The canvas group used to fade the stamina bar in & out.

Charge Fill Images: UI images that will have their fill amount value set to the current charge value.

Fill Gradient: A gradient used in determining the color of the charge image relative to the current charge value.

UI_Damage

Here you'll learn what each UI Damage behaviour does.

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Damage UI

Alpha Damage Weight: How much will the alpha of the effects be affected by the amount of damage received.

Blood Screen Fader: Image fading settings for the blood screen.

Blood Screen Fader Damage Threshold: How much damage does the player have to take for the blood screen effect to show.

Directional Damage Indicator Fader: Image fading settings for the directional damage indicator.

Directional Indicator Distance: The damage indicator distance (in pixels) from the screen center.

UI_Interaction

Here you'll learn what each UI Interaction behaviour does.

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Interactable Info Display UI

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Check the type of the interactable that the Player has interacted with and finds the corresponding displayer for it.

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Displayers

Panel: The UI panel used in showing / hiding the underlying images.

Interactable Name Text: A UI text component that's used for displaying the current interactable's name.

Separator: An image that separate the name text from the description text (optional). It gets disabled when the current interactable doesn't have a description.

Description Text: A UI text component that's used for displaying the current interactable's description.

Interact Progress Image: An image that used in showing the time the current interactable has been interacted with.

Rect Transform: The main rect transform that will move the interactable's center (should be parent of everything else).

Canvas Group: The canvas group used to fade the item pickup displayer in & out.

Interact Progress Image: An image that used in showing the time the current interactable has been interacted with.

Name Text: A UI text that's used for displaying the observed item pickup's name.

Description Text: A UI text that's used for displaying the observed item pickup's description.

Item Icon: An UI Image that's used for displaying the observed item pickup's icon.

Stack Object: An object that will be enabled based on if the observed item has a stack that's bigger than one and otherwise disabled.

Stack Text: A UI text that's used for displaying the observed item pickup's current stack size.

Weight Text: A UI text that's used for displaying the observed item pickup's weight.

Weight Suffix: A string that will be added at the of the weight amount (e.g. amount + "KG" or "LBS")

Custom Item Offset: An offset that will be applied to the position of the "rect transform".

UI_Vitals

Here you'll learn what each UI Vitals behaviour does.

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Will be refactored into generic vitals in the future.

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Player Vitals UI

Health Bar: The health bar image, the fill amount will be modified based on the current health value.

Energy Bar: The energy bar image, the fill amount will be modified based on the current energy value.

Thirst Bar: The thirst bar image, the fill amount will be modified based on the current thirst value.

Hunger Bar: The hunger bar image, the fill amount will be modified based on the current hunger value.

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Player Stamina UI

Canvas Group: The canvas group used to fade the stamina bar in & out.

Fill Bar: The stamina bar image, the fill amount will be modified based on the current stamina value.

Hide Duration: Represents how much time it takes for the stamina bar to start fading after not decreasing.

Alpha Lerp Speed: How fast will the stamina bar alpha fade in & out.

Behaviours

UI_Sleep

Here you'll learn what each UI Sleeping behaviour does.

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Sleep UI

Canvas Group: The canvas group used to fade the sleep UI in & out.

Max Canvas Alpha: The max alpha that will be reached when fading in.

Canvas Lerp Speed: The speed at which the sleep UI will be faded in & out.

Current Time Text: A UI text component that's used for displaying the current time while sleeping.

Background Rect: The background rect of this UI piece.

Animator: Reference to the animator used for the sleeping UI.

Show Trigger: The "show" animator trigger.

Hide Trigger: The "hide" animator trigger.

Number of Templates: How many time templates should be spawned each side.

Time Text Template: A prefab with a text component on it that will be instantiated.

Text Size Over Distance: How will the text scale over the duration of its lifetime.

Text Y Position Over Distance: How will the text y position change over the duration of its lifetime.

Text Color Over Distance: How will the color of the text change over the duration of its lifetime.