• Api Documentation

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    • CreatorKitCode
      • BaseElementalEffect
      • CharacterData
      • Container
      • ElementalEffect
      • EquipmentItem
      • EquipmentItem.EquipmentSlot
      • EquipmentItem.EquippedEffect
      • EquipmentSystem
      • Helpers
      • HighlightableObject
      • InteractableObject
      • InventorySystem
      • InventorySystem.InventoryEntry
      • Item
      • Loot
      • LootSpawner
      • LootSpawner.LootEntry
      • LootSpawner.SpawnEvent
      • SFXManager
      • SFXManager.PlayData
      • SFXManager.Use
      • SpawnPoint
      • StatSystem
      • StatSystem.DamageType
      • StatSystem.StatModifier
      • StatSystem.StatModifier.Mode
      • StatSystem.Stats
      • StatSystem.TimedStatModifier
      • UsableItem
      • UsableItem.UsageEffect
      • VFXDatabase
      • VFXDatabase.VFXDBEntry
      • VFXManager
      • VFXManager.VFXInstance
      • Weapon
      • Weapon.AttackData
      • Weapon.Stat
      • Weapon.WeaponAttackEffect
    • CreatorKitCodeInternal
      • AmbiencePlayer
      • AnimationControllerDispatcher
      • AnimationControllerDispatcher.IAttackFrameReceiver
      • AnimationControllerDispatcher.IFootstepFrameReceiver
      • AttackState
      • BreakableObject
      • CameraController
      • CharacterAudio
      • CharacterControl
      • DamageUI
      • DamageUI.ActiveText
      • EffectIconUI
      • EquipmentUI
      • InventoryCharacterRender
      • InventoryUI
      • InventoryUI.DragData
      • ItemEntryUI
      • ItemTooltip
      • LootUI
      • RandomBGMPlayer
      • RandomLoopOffset
      • ResourceManager
      • SceneLinkedSMB<TMonoBehaviour>
      • SimpleEnemyController
      • SimpleEnemyController.State
      • TrainingDummy
      • UIAlphaRaycast
      • UISystem

    Class Loot

    Describes an InteractableObject that can be picked up and grants a specific item when interacted with.

    It will also play a small animation (object going in an arc from spawn point to a random point around) when the object is actually "spawned", and the object becomes interactable only when that animation is finished.

    Finally it will notify the LootUI that a new loot is available in the world so the UI displays the name.

    Inheritance
    System.Object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    HighlightableObject
    InteractableObject
    Loot
    Inherited Members
    HighlightableObject.m_Renderers
    HighlightableObject.Highlight()
    HighlightableObject.Dehighlight()
    Namespace: CreatorKitCode
    Assembly: Assembly-CSharp.dll
    Syntax
    public class Loot : InteractableObject

    Fields

    Item

    Declaration
    public Item Item
    Field Value
    Type Description
    Item

    Properties

    IsInteractable

    Declaration
    public override bool IsInteractable { get; }
    Property Value
    Type Description
    System.Boolean
    Overrides
    InteractableObject.IsInteractable

    Methods

    InteractWith(CharacterData)

    Declaration
    public override void InteractWith(CharacterData target)
    Parameters
    Type Name Description
    CharacterData target
    Overrides
    InteractableObject.InteractWith(CharacterData)

    Spawn(Vector3)

    This is called when the loot become available. It will setup to play the small spawn animation. This is rarely called manually, and mostly called by the LootSpawner class.

    Declaration
    public void Spawn(Vector3 position)
    Parameters
    Type Name Description
    UnityEngine.Vector3 position

    Start()

    Declaration
    protected override void Start()
    Overrides
    HighlightableObject.Start()
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