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LootItems.cs
v4.0
LootItems
are simple Scriptable Objects which group ItemObject
objects together in preparation for use with LootBoxes
. The aim is to make it eaiser to allow randomized ItemObjects
to appear in LootBoxes
with a fair amount of control. You may wish to create LootItems
called something like:- Level 1 Items
- PotionComponents
- Legendary Rewards Lvl 50+
- Goblin Drops
Once created,
LootItems
can be utilized in LootBoxes
by themselves or with other LootItems
to add even more variety.Decide where you'd like to store your
LootItem
object, and right-click inside to select the menu option:/Create/Game Modules/Create/Loot Item
This will create a
LootItem
Scriptable Object in your project. Select that and view the Inspector to begin setting up your data.There is an optional "internal description" text area. This is included so you can describe the goals of the
LootItem
object. It will be visible later when you populate your LootBox
objects.
All of your
ItemObjects
will be displayed in the yellow drop downs, with the objectTypes
on the left. Click "Add" to add a single ItemObject
, or "Add All" to add all of the selected type. You can remove individual ItemObjects
after, if you'd like.Once you have added all the ItemObjects, you're done!
If you set up
LootBox
objects using this LootItems
object with "random" selected, anything you add to this LootItems
object will automatically be included in the potential ItemObjects
when those LootBoxes
are spawned in your game. This way you can always add new items without having to go back to add them to all the various
LootBoxes
they may show up in.Feel free to look at
LootItems.cs
, but the script is not meant to be used outside of the flow outlined above. Of course if you think of clever ways to use it, that's great!Last modified 5mo ago