Different kind of equipment (can't find any tutorials for this kind of system)

First of all, sorry for my English, but I will try my best to explain what it is on my mind.

I’m working on a 3D RPG game, and currently I’m trying to build a equipment system. I’m pretty much a beginner when it comes to Unity, but I thought that this place would be a good place to see If I could get some help. There is many tutorials of how to make a equipment system, but I couldn’t get one that works the way I would like it to work.

Let’s think of a typical equipment system, let’s say that it is a 5x5 grid, and each tile can fit an item. The item can be dragged to a different tile, or stacked with each other (think of potions).

I would like my equipment to be something more like a unlockable items. Let’s imagine a 5x5 grid again. And since there is 25 slots in that grid, let’s say that I know that there is 25 unique swords for example, and each slot is dedicated to each of this items (slot 1 for wooden sword, slot 2 for iron sword etc.)

(Quick draw of the idea)
alt text

So the wooden sword was purchased from the NPC and ready to use, but before the Iron sword can be used it has to be purchased as well, if it is then the lock icon should change to the item. Then clicking
on the unlocked item should equip it.

So going back to my question. How do I build this kind of shop and equipment system? Or do any of you know any tutorials that could help me. If it’s not clear what I meant I will try to do my best to explain it better. Thank you!
Unlock It [Unity asset] - YouTube something that I could find that has similar idea to what I want

Hey you!

That sounds nifty. I like it. Alrighty, so the way that I would go about this would be to use an array of classes. The array would represent the equipment slots and each element would maybe hold an EquipmentSlot class instance (I dunno, something like that). This EquipmentSlot array would be inside of maybe a EquipmentManager class (you can name them whatever obviously, these are just examples). The EquipmentSlot class could have variables like bool isLocked = true;, int itemCount = 0;, and name, rarity, strength, and so on. Whatever you want. With this array of EquipmentSlots, All that would be left would be how you want to display it. If you want a grid shown, just loop through the array and place the elements in a grid. If the isLocked boolean is true, display it as locked, else, unlocked. As for swapping, unlocking, and adding to slots, theses would be functions inside of the EquipmentManager class. It would just manipulate the array of EquipmentSlots. Hopefully that gives you some idea of how you could go about this!