Thank you so much for the answers to your questions every time.
First, I want to show all items in Inventory.
As for the display method, the number is marked as 0, such as "Hot Bar", and I want to display it in a transparent or dark manner.
I would like to show the number of weapons in the inventory for a weapon type that is not "attack damage".
Second, I want to use UCC + UIS.
When using only UIS, I changed the value of "Base Attack" in "Item Definitions".
In the UCC+UIS video description, it is difficult to find a way to change the base attack value.
Third, I want to change the equipment type of the armor.
"Armor-> ItemDefinition Attributes-> EquipmentPrefab (GameObject)"
This is the method used by DEMO.
I want to change only Material, not "Prefab(GameObject)".
Can you see how to change it?
That's a lot of questions.
Usually it's better if you seperate you question in different posts such that people who search things in the forum can find answers faster
First of all, the UCC + UIS integration is very precise on how you need to use the Invnentory, and if you do not do things precisly as guided you will get errors. Especially the database it must be defined in a certain way.
So make sure to read the documentation for the integration in detail:
The character controller is seamlessly integrated with the Ultimate Inventory System allowing you to use the Ultimate Inventory System inventory rather than the inventory included . . .
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You can also see this video tutorial (a few things changed since we recorded it but it'll give you a good idea)
In UCC+UIS the "Empty" database that you should duplicate to get started comes with the essential categories and attributes.
You can add an "Attack" as attribute on the item in the editor, but until you tell the UCC Item what to do with the "Attack" value it won't know. To do this you can use Item Bindings (There are other solutions too but that's the simplest one)
A new Inventory System Database can be created from the Setup Manager located within the Inventory Manager editor. The Inventory Manager can be accessed through the . . .
In many games Items can be equipped and/or used to affect the character stats and/or the weapon the character is carrying. Using the attribute system . . .
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For the items showing the amount of items instead of the attack you can use Item Views.
The View and View Module classes allow for extensive customization when displaying the items, recipes, attributes, etc. These classes allow the View to display things . . .
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I recently made a video on the subject first watch this to learn about Item View Slot Container:
Item Categories are used to organize the Item Definitions. The editor allows you to create and edit your existing Item Categories. The Item Category editor . . .
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For your last question, this will require a bit of custom code.
You can either make a Attribute of type Material or make a custom enum type with the options of materials as the Attribute type.
Here are some examples on getting attribute values in code:
The Item class is the core of the inventory system. Items are simple objects (not a MonoBehavior or Unity Object) which can be unique or . . .
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Once you decide that, you can add a new component on your Character which listens to the event of items being equipped. For example you could use the "c_Inventory_OnAdd_ItemInfo_ItemStack" event to know an Item was added and you could check the itemCollection from the ItemStack to know it was added to your "ArmorEquipped" Item Collection. From there you can get the Material attribute from the Item and swap the Material.
The inventory system uses two types of events. It uses the C# event system as well as the Opsive Event Handler which is used throughout . . .
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Another option is to use a custom Item Action. Instead of Equipping the Item by moving it to another ItemCollection you could just change the Material on your Character
Item Actions are used to perform actions on an item from the Inventory. It should not be confused with item object behaviors which are meant . . .
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Both options have Pros and Cons.
I know this is a lot to go through but the system is very big with so many ways you can expand on it, so it takes a bit of time to go through everything. I would recommend doing one thing at a time