Sounds like there’s not one interface.
A creature or chest might be ILootable
As a result it might return an ILoot
object
An ILoot object might contain items, which might express the IItem
interface.
Or an ILoot object might just contain currency, perhaps expressing an ICurrency
interface.
Just know that ALL of this sort of “abstractery” behavior is DEEP into advanced coding territory, especially inventories.
Below is my Inventory blurb and my Interfaces blurb:
These things (inventory, shop systems, character customization, dialog tree systems, crafting, etc) are fairly tricky hairy beasts, definitely deep in advanced coding territory.
Inventory code never lives “all by itself.” All inventory code is EXTREMELY tightly bound to prefabs and/or assets used to display and present and control the inventory. Problems and solutions must consider both code and assets as well as scene / prefab setup and connectivity.
Inventories / shop systems / character selectors all contain elements of:
- a database of items that you may possibly possess / equip
- a database of the items that you actually possess / equip currently
- perhaps another database of your “storage” area at home base?
- persistence of this information to storage between game runs
- presentation of the inventory to the user (may have to scale and grow, overlay parts, clothing, etc)
- interaction with items in the inventory or on the character or in the home base storage area
- interaction with the world to get items in and out
- dependence on asset definition (images, etc.) for presentation
Just the design choices of such a system can have a lot of complicating confounding issues, such as:
- can you have multiple items? Is there a limit?
- if there is an item limit, what is it? Total count? Weight? Size? Something else?
- are those items shown individually or do they stack?
- are coins / gems stacked but other stuff isn’t stacked?
- do items have detailed data shown (durability, rarity, damage, etc.)?
- can users combine items to make new items? How? Limits? Results? Messages of success/failure?
- can users substantially modify items with other things like spells, gems, sockets, etc.?
- does a worn-out item (shovel) become something else (like a stick) when the item wears out fully?
- etc.
Your best bet is probably to write down exactly what you want feature-wise. It may be useful to get very familiar with an existing game so you have an actual example of each feature in action.
Once you have decided a baseline design, fully work through two or three different inventory tutorials on Youtube, perhaps even for the game example you have chosen above.
Breaking down a large problem such as inventory:
If you want to see most of the steps involved, make a “micro inventory” in your game, something whereby the player can have (or not have) a single item, and display that item in the UI, and let the user select that item and do things with it (take, drop, use, wear, eat, sell, buy, etc.).
Everything you learn doing that “micro inventory” of one item will apply when you have any larger more complex inventory, and it will give you a feel for what you are dealing with.
Breaking down large problems in general:
Using Interfaces in Unity3D:
Check Youtube for other tutorials about interfaces and working in Unity3D. It’s a pretty powerful combination.