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Unity Game Development Scripting

You're reading from   Unity Game Development Scripting Write efficient C# scripts to create modular key game elements that are usable for any kind of Unity project

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Product type Paperback
Published in Dec 2014
Publisher
ISBN-13 9781783553631
Length 202 pages
Edition 1st Edition
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Author (1):
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Kyle D'Aoust Kyle D'Aoust
Author Profile Icon Kyle D'Aoust
Kyle D'Aoust
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Toc

Table of Contents (12) Chapters Close

Preface 1. Interactive Input FREE CHAPTER 2. GUI Time 3. Expandable Item Classes 4. Inventory 5. Enemy and Friendly AIs 6. Keeping Score 7. Creating Save and Load Systems 8. Aural Integration 9. Game Settings 10. Putting It All Together Index

Adding items


Now, we'll create our first interaction with the inventory: adding items. This is probably the most important aspect of having an inventory. Why have an inventory that can't have items added to it?

Let's figure this out

Before we jump into the coding, let's take a moment and plan out how we want to add items to our inventory. From the player's point of view, adding items to their inventory is something as simple as placing the item in their bag, or walking into the object and having it appear in their inventory. What they do is similar to how we will add items. They see an empty slot in their inventory and then place their newly obtained item into that slot. We will be following a process similar to that within our code, creating an inventory system that allows the player to pick up items off the ground.

Creating the adding function

Add the following function to your script, just below the InitializeInventory function:

void AddToInventory(int HowMany, GameObject NewItem)
{
  for...
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