Summary
There is a lot covered in this chapter. The core of the chapter was to create a usable inventory system. We began the chapter by discussing weighted inventories, and gave a brief overview of the concept. We then determined the item types we are going to be using for our game.
We created the scripts BaseItem.cs
, InventoryItem.cs
, and InventorySystem.cs
. These scripts were then utilized as a starting point to design and develop our inventory. We then updated the GameMaster.cs
script, to test the basics of the newly created scripts and be able to view the data within the Unity IDE by serializing the attributes. We did this by instantiating an InventoryItem
and inserting it into the InventorySystem
, and validated the operation visually through the IDE.
The next step was to actually create the inventory item prefabs. This section covered how to navigate and find your customizable inventory items if your model included everything on the actual fbx model, how to extract it from the model...