Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Question How to use all of the items in 1 script

Discussion in 'Scripting' started by Poly_Studios, Jan 27, 2023.

  1. Poly_Studios

    Poly_Studios

    Joined:
    Aug 19, 2021
    Posts:
    3
    Hello everyone

    I'm currently making an survival game .
    My problem is , i want all of the items(axe-pickaxe-bow...) can work in 1 script.
    I can do that if i split them into the scripts for all of the objects but i dont want to do that, you know.

    I have this item script and all of the items has their scriptable object (like : Food scriptable object , armor scriptable object...) and all of these scriptable objects inherit from the Item class

    Code (CSharp):
    1. public enum ItemType
    2. {
    3.     Food,
    4.     Helmet,
    5.     Weapon,
    6.     Shield,
    7.     Boots,
    8.     Chest,
    9.     Default
    10. }
    11. public class Item : MonoBehaviour
    12. {
    13.     public Sprite itemIcon;
    14.     public bool stackable;
    15.     public ItemType type;
    16. }
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,519
    Since you haven't started yet, let me offer you some general inventory guidance:

    These things (inventory, shop systems, character customization, crafting, etc) are fairly tricky hairy beasts, definitely deep in advanced coding territory.

    They 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 an inventory 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:

    https://forum.unity.com/threads/weapon-inventory-and-how-to-script-weapons.1046236/#post-6769558

    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.