Finally, making some headway.
Please do a pull to get the latest.
This is an important update for working with Collectible Game Objects (meaning items that anyone wants the player to be able to pick up and they appear in their inventory).
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Modeled a simple wooden club (much like a somewhat “shaved” stick).
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Added a CollectibleGameObject Monobehaviour class that can be added to any GameObject we want the player to be able to collect into their inventory.
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Added 1 wooden club to the scene.
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Added 3 gold nuggets to the scene.
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Implemented the conversion from GOs to CollectibleItems for the wooden club and gold nuggets.
Look! A gold nugget is here and in the distance we see a wooden club.

About to pick up the wooden club

IGNORE THIS… Adding a new Collectible GameObject is now simpler and done right in the Inspector. Yes, I am embracing the Unity Way.
See this post below for how it is done now.
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the old way (well old as in last night)…
How to implement a Collectible Game Object with the new framework
A Collectible Game Object is an item that when picked up (pressing E) goes into the player’s inventory.
- Look at the Hierarchy and you will see a new empty GameObject named “CollectibleGameObjects”.
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- You can see 4 CollectibleGameObjects I added. 1 WoodenClub and 3 GoldNuggets.
- You can just Duplicate one of these to use it to create your new CollectibleGameObject.
- The WoodenClub (which appears to be whacked in some way but I don’t know about enough Unity to know what. It works fine but at the top in the Inspector simply says “Missing” and doesn’t tell me anything as to WHAT is missing. lol) uses a very simple model I made.*
- A GoldNugget is just a cube. So just choose the one that is appropriate.*
- Probably should create prefabs for these things to make it easy but I didn’t do that yet.
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- You MUST create a new tag and use it for your new CollectibleGameObject.
- In the Translations singleton class you will find a method named “GameObjectToCollectibleItem”.
- You can see how I added the GameObject to CollectibleItem Translations for the RedBerry (which I did previously on an object @DanielQuick created), WoodenClub and GoldNuggets.*
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- The translation uses the GameObject tag so this is why it is critical that you followed step 4.*
The idea here is that we now have an actual system and process in place for adding CollectibleGameObjects in a way that is consistent and gives them backing data so they are tracked internally and show up in the inventory system. Meaning when you pick up stuff it will be listed when you bring up the Blacksmith menu.
For example, here I am on the Sell “Screen” of the Blacksmith Menu after collecting some gold nuggets, the wooden club and some berries. Yeah, the blacksmith doesn’t want any berries. He can pick them himself but would prefer maybe some fish or deer or wild yagga bagga or whatever. 

Eventually, I will update the Blacksmith menu so some item types will be suppressed. Obviously, the gold nuggets don’t need to show up there. I just left them in for testing purposes.
Also we could make food perish. I have thought about this a few times now and although it is easy at this point I haven’t implemented it. Mainly because I think it is not needed.
Well that is it. It may seem like a lot but in practice adding a new Collectible Game Object takes just a bit of time. So far the system supports Money, Weapon, Armor, Shield, Food and Misc item types. We can always add more if needed.
As you can see we also track a decent amount of information for each item but you only need to fill in what is relevant.
Okay, if any questions just ask.
I will probably take a break on this project until Sunday or Monday. If I do work no big deal I always work in a copy of the folder and do a pull first so I can merge my stuff in before doing a commit and a push.