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Here you'll learn what each UI Wieldable behaviour does.
Canvas Group: The canvas group used to fade the scopes in & out.
Scopes: All of the existing UI scopes.
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.
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.
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.
Here you'll learn what each UI Inventory behaviour does.
Delegates input (using the new Unity Input System) to sub behaviours using Unity Events.
Handles the inventory panels.
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.
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.
Here you'll learn what each UI Damage behaviour does.
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.
Here you'll learn what each UI Vitals behaviour does.
Will be refactored into generic vitals in the future.
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.
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.
Here you'll learn what each UI Interaction behaviour does.
Check the type of the interactable that the Player has interacted with and finds the corresponding displayer for it.
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".
Here you'll learn what each UI Sleeping behaviour does.
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.