Thanks :), much more on it’s way though, the character UI is far more advanced now, and comes with a cool editor to manually pick the stats you want to show.
Once I have this all wrapped up, vendors are next as well as crafting :).
Thanks :), much more on it’s way though, the character UI is far more advanced now, and comes with a cool editor to manually pick the stats you want to show.
Once I have this all wrapped up, vendors are next as well as crafting :).
this look real nice if I am not a programmer will be able to use this
Of course, there are plenty of editors to create items, properties, categories, set all the settings and more :). All basic elements are modifiable through the UI. Some things such as formatters arent, because I wanted to keep the system as extensible as possible, and allow people to integrate it into their own system or write extensions.
But yes It’s designer friendly
The first 5 to write a review of the InventorySystem will get a free copy of my next asset store package ( [WIP] Terrain extender system - C# - Easy to use - Community Showcases - Unity Discussions a $10 asset )
I’m starting on the vendor functionality, any specific requests?
A little update on the character and equipment system. I decided to make it as flexible as possible, to allow an infinite number of use cases.
Equip types can be defined using a new editor. Certain items might use up multiple slots, or are just not compatible with one another. Once you define an item type you can define the “blocks” these are the in-compatible fields. When you equip an item, the blocks are checked and un-equipped if necessary.
This allows you to handle various concepts, create equip items for a pet, even add body parts to a car for a racing game :).
Hope you like it, let me know what you guys think.
Update
What’s next?:
If you like to see specific features for what’s to come, be sure to speak up
The update should be live in the asset store in a few business days.
A little update on the vendor (npc) system.
Items can be defined through the editor, or through code, whichever suits you best.
A feature to randomly fill the vendor was requested, considering that the loot / treasure system might need something similar I decided to build a generator (check below).
The generator:
By default there is the BasicItemGenerator class that can filter and generate based on the item settings, for example.
var generator = new BasicItemGenerator();
generator.SetItems(InventoryManager.instance.items); // Add all available items (sets default weight to 0.5f / 50%)
generator.onlyOfTypes.Add(typeof(ConsumableInventoryItem)); // Only want consumable items
generator.minRequiredLevel = 5; // Required level needs to be atleast 5
generator.Generate(5); // Generate 5 elements
// generator.Generate(5, 7); // Generate between 5 and 7 items.
Custom item weights can also be set by creating an array of InventoryItemGeneratorItem and set the weight per item.
The generator can be used for any collection, this obviously includes the inventory, bank, vendor, looting, or any other collection.
Hope you like it
Looks very good! There will be buy-back support right?
Yep, working on it as we speak
Any news on the vendor system? Love to see some screenshots.
Always good to hear someone is interested in your work :), alright here goes.
I’ve worked on a lot of things actually,
Message center
Messages and be displayed through the message center. Each message can of-course be fully customized, if you have your own message center / system you can simply hook to the event and transfer them to your own system.
Item usage override
The item usage as well as the context menu can be overridden / adjusted based on the collection they’re in. For example when using an item directly from the bank it will be stored in the Inventory. When using an item from the inventory while the bank is open, it will be stored in the bank. When using an item while the vendor window is open a sell dialog will be popped.
Of course this behavior is customizable and can be modified through the editor.
Vendor system (almost done)
The vendor system can either generate items or manually define them.
Also the buy/sell factor can be modified per vendor, by default it’s 1, 1.1 would be a 10% increase.
The close and open animations will be triggered when selecting the vendor, this can be useful to play an animation on a character / the vendor.
Vendors have a category and buy back can be shared by category. For example when selling to a vendor with the category “Grocer”, all other vendors with the same category will have the items available for buy-back.
Window pages
Some pages might have tabs or “pages”, pages can be defined through the editor.
Assume you want to make a character window with multiple tabs, pages is what you want to use :). Window pages are backward compatible, so if your windows have no extra pages, just continue as you were.
Hope you like it and more to come soon
Really nice, but I have to ask, is there an ETA?
Hello, it would be nice if there is an android.apk demo.
I wanted to buy this for mobile development, but I am not sure how it works on mobile.
Hey Gekigengar,
Ill do my best to upload an APK tonight, no promises though :).
Hey Henk845
I just have to wrap up some code and update the documentation, shouldn’t take longer than 1-2 days tops.
Hi
Just wondering if the above is in yet?
i have not had a good look through your app yet
Looking forward to the new additions
Hey Gekigengar,
I’ve send you a link where you can try out the APK, I’m not posting it on the forums yet because the UI is clearly not designed for mobile usage and feels rather clunky, this has nothing to do with the capabilities of the InventorySystem, just that the design is not optimized for it. When I have the time I’ll make a proper demo, but for now you can try the “clunky” demo to see all the functionality in action.
Cheers,
Joris
Hey Hans,
Well almost, I’ve submitted the package to the Unity asset store and it’s pending review. I’ve submitted it last week on a… Friday, so it should be live any day now.
The vendor system is done and tested will push for Unity asset store first thing tomorrow.