✊Pickable
Last updated
Last updated
This component allows a character to pick and dropped an object. It works directly with the PickUp-Drop component.
It requires any type of collider(s). This collider must NOT be set as a trigger.
If the pickable object has a RigidBody attached, then it can interact with the environment when is dropped.
When the character approaches a pickable object, using the PickUp Trigger, it will set as focused a Pickable on the PickUp component. Then the PickUp component will have access to all the pickable properties to act accordingly. So you can Pick or Drop an Item:
You can assign any Input to the Main Methods of the Pick Up Component <TryPickUpDrop()
> These logics will be applied and it will Pick the Item, or drop it if it already has it.
Int value the Pickable Item can store. This ID is used by the Picker component to Identify each Pickable Object.
Float value the Pickable Item can store.. that it can be used for anything
The Item will be Picked Automatically once is focused by the PickUp Component
The Pick Up Drop Logic will be called via animator events/messages. Use these methods: TryPick(), TryDrop(), TryPickUpDrop()
Unparent the Pickable, so it does not have any Transform parents.
When an Object is Collectable it means that the Picker can still pick objects, the item will be collected by another component (E.g. Weapons or Inventory) and it will no longer be an Active Item on the Pick Up Component
The Item will be destroyed after is picked. (This Option is only Enabled when Collectable is On
Reference for the Pickable RigidBody
All colliders the Pickable may have
The time needed to Pick up the item once it was dropped. OR The time needed to Drop the item once it was picked up.
Delay time after calling the Pick() method. the item will be parented to the PickUp component after this time has passed
Delay time after calling the Drop() method. the item will be unparented from the PickUp component after this time has passed
This will align the Character to the Pickable Component. It will Rotate the Animal Towards the Item.
If set to true, It will also move the character to a radius near the item, using the Distance parameter
Distance or Radius to align the character so it can pick the pickable
Aligning time to move the character to the correct position for picking the object
Invoked when the Item is focused by a PickUp-Drop Component. Sends true or false if it is focused or not
Invoked when the Item is focused by a PickUp-Drop Component. Sends the PickUp GameObject if is focused or Null if is not
Invoked when the Item is Picked by a PickUp-Drop Component. Sends the PickUp GameObject
Invoked when the Item is Pre-Picked by a PickUp-Drop Component. Meaning the Item is about to be picked up after the Delay Pick time has passed. Sends the PickUp GameObject
Invoked when the Item is Dropped by a PickUp-Drop Component. Sends the PickUp GameObject
Invoked when the Item is Pre-Dropped by a PickUp-Drop Component. Meaning the Item is about to be picked up after the Delay Pick time has passed. Sends the PickUp GameObject