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Ultimate Inventory System C#

Discussion in 'Works In Progress' started by GreekStudios0, Jul 7, 2014.

?

Would you buy it for $10 ?

Poll closed Feb 23, 2015.
  1. Yes

    45 vote(s)
    38.5%
  2. Maybe

    27 vote(s)
    23.1%
  3. No

    45 vote(s)
    38.5%
  1. GreekStudios0

    GreekStudios0

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    Awesome, sorry for not fixing this :(
    I will add your solution on the next update :D
     
  2. MrIntel

    MrIntel

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    Will that be on the 30th too and i like the way its coming out one question though will you be adding the ability to stack items and inventory on corpses cans boxes etc for looting.
     
    GreekStudios0 likes this.
  3. GreekStudios0

    GreekStudios0

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    It can't be on the 30th because it's already submitted, if i submit again it would reset the waiting time :)
    Yes, i'm planing on making stacking.
     
  4. MrIntel

    MrIntel

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    No worry's temporary fix is fine for now cant wait for crafting.:D
     
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  5. GreekStudios0

    GreekStudios0

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    I'm really glad to here that warm feedback :D
     
  6. GregMeach

    GregMeach

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    For non-windows users (aka Mac OS X)
    From the Unity docs; either use a single "/" or (imho the better) System.IO.Path.DirectorySeparatorChar command. This will allow your script to write out the "testFile1.txt" to my Desktop folder instead of creating an oddly named file ("Desktop\testFile1.txt") in my home folder.

    So line 72 could be:
    Code (CSharp):
    1. System.IO.File.WriteAllText(System.Environment.GetFolderPath(System.Environment.SpecialFolder.Desktop) + System.IO.Path.DirectorySeparatorChar + "testFile1.txt", saveFile);
    2.  
    ;)
     
    GreekStudios0 likes this.
  7. GreekStudios0

    GreekStudios0

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    That code is not needed, it was for testing proposes and i'm really sorry for forgetting to remove it.
     
  8. TheGnawers

    TheGnawers

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    I really like how this is coming along. I've spent the last few days adjusting it to my needs and this has speed up the production of my project, thanks! One final request I have is something Intel said, looting. I assume it wouldn't be too hard for us to do, but for future people buying, it would be nice for it to be already implemented :). I've tried it myself a few times and the only real problem I have is the transfer from the corpse/container UI into the actual inventory.

    Anyways, good work so far, I like it :).
     
    GreekStudios0 likes this.
  9. GreekStudios0

    GreekStudios0

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    Can you explain a bit more what is the new feature you want ? [I'm not native English speaker so :( ]
     
  10. MrIntel

    MrIntel

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    Well to get around this you can instantiate the item prefab when an enemy animal etc dies but it wouldn't work great for containers I'll see if I can code a container script when I get haven't really messed with that yet just bringing out items when item is active.
     
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  11. MrIntel

    MrIntel

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    He wants a looting script to take items from other gameobjects.
     
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  12. GreekStudios0

    GreekStudios0

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    Nice, thanks for the explanation, yes i can add it easily.
     
  13. TheGnawers

    TheGnawers

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    I can imagine....thousands upon thousands of prefabs that never get picked up. Clog up the whole project eh?
     
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  14. GreekStudios0

    GreekStudios0

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    I will add the requested feature very soon :) .
     
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  15. MrIntel

    MrIntel

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    Thats awesome more coding time saved.:D
    Well not really unless your killing alot of enemies but you can make the items dissapear after some time or turn off the item when a player is to far away and turn it back when he is near.
     
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  16. GreekStudios0

    GreekStudios0

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    The version 2 is supposed to be online within 18:00 - 24:00 UTC + 0

    Then i will need some days to make your request feature :)
     
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  17. TheGnawers

    TheGnawers

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    EST?
     
  18. GreekStudios0

    GreekStudios0

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    I can have it ready before tomorrow, but asset store needs 3days + :)
     
  19. TheGnawers

    TheGnawers

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    No I mean what time is it going to arrive today in eastern standard time? (Version 2)
     
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  20. GreekStudios0

    GreekStudios0

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    I don't know your time zone, i'm on GMT +3 and is is estimated before 1am.
     
  21. TheGnawers

    TheGnawers

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    Okay? I'm not sure what you don't understand about EST. Whatever, I guess I'll keep checking the store :).
     
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  22. GreekStudios0

    GreekStudios0

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    Sorry i just understood estimated :eek:

    EST : estimated at 6:00 p.m
     
  23. GreekStudios0

    GreekStudios0

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    Yes, i just count the previous times and it was about 3 days and 12+ hours after submiting
     
  24. John-G

    John-G

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    Oops hit delete instead of edit, silly phone layout. But post above in quote.
     
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  25. GreekStudios0

    GreekStudios0

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    I'm planing of adding player equipment with slots for head,body,arms,legs etc, is this sounds cool ? do you actually find it useful ?
     
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  26. John-G

    John-G

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    Yes that would be most useful, would it be possible to use it for example military webbing system so an ammo belt for multiple ammo clips, pockets on camo pants, Alice rucksack etc.
    Can each inventory have a set amount of slots that can only be used for specific items eg the ammo belt can only use X type ammo clips?
     
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  27. GreekStudios0

    GreekStudios0

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    Yeap, a bunch of new ideas which i will try to implement here ;) Right now i'm working on the looting system.
     
  28. MrIntel

    MrIntel

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    This will be the best inventory system in unity like the player equipment idea
     
  29. TheGnawers

    TheGnawers

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    Just don't make it like every other RPG Inventory makes it. The old, "Ring, Armor, Necklace" gets very old, and not everyone wants to make a WoW RPG. Take a look at Rusts' system. It's just head, legs, chest and feet. Works very well.
     
  30. GreekStudios0

    GreekStudios0

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    Thanks ;)
    Yes, that's how i want to be, head, legs chect feet :D
     
  31. John-G

    John-G

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    DayZ Standalone has a very nice inventory system:

     
  32. TheGnawers

    TheGnawers

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    Yes, please! This is what inventory systems should be.

    rustinv.jpg
    P.S: This is what I want my inv. to look like, you think that it is possible? Excluding the very right window.
     
  33. GreekStudios0

    GreekStudios0

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    That is not very hard , but i don't know how to model that stuff :)


    That is what i will develop for the next update :)


    Ultimate Inventory & Crafting has been released!

    The estimated time was correct since here is 12:52 am (and i said 1:00 am)

    Make sure to grab it guys

    https://www.assetstore.unity3d.com/en/#!/content/19900
     
  34. TheGnawers

    TheGnawers

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    HAHAH Finally
     
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  35. TheGnawers

    TheGnawers

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    Pause game behind inventory added?
     
  36. MrIntel

    MrIntel

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    Dont know if its just me but the drag and drop system is bugged the items get duplicated so you can get one drop them in every single slot.
     
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  37. TheGnawers

    TheGnawers

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    I'm not sure, haven't tested it yet. I've been messing with the crafting. I'll try it out in a bit.
     
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  38. GreekStudios0

    GreekStudios0

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    Drag & Drop it is working properly, just make sure to follow the documentation.


    I Will be home and available to help in 2 hours.​
     
  39. GreekStudios0

    GreekStudios0

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    I added the feature to hide/lock and show/unlock the cursor when toggling the inventor.
    I will add the pause feature right now.

    HOT FIX ! PLEASE FOLLOW

    First open 'UInventory.cs' and press Ctrl+F, then search for " Input.GetKeyDown(KeyCode.S) ",
    you will see the following :


    remove the code inside the red
    rectangular.

    Then if you want to add the pause feature before the new update follow this :

    Open 'UInventory.cs', press Ctrl+F and search for " Screen.showCursor = true; ", then you will see this :



    On the red arrow type :

    Time.timeScale = 0f;

    On the light blue arrow type :


    Time.timeScale = 1f;


    then save the document.
     
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  40. GreekStudios0

    GreekStudios0

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    BUG FIX :
    Items get duplicated when drag&drop (when using WeightMode).

    It is a really fast fix just open "UInventory.cs" , press CTRL+F and search for " // hasSelected = false; "

    then remove the comment characters (" // ") on each found item.​
     
  41. ShadoX

    ShadoX

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    Wouldn't buy it as I don't have problems making my own , but if I did, I'd probably buy it. Seems to have everything you could want from a inventory system. :)
     
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  42. GreekStudios0

    GreekStudios0

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    I'm glad that you still like it ;)

    Looting system is now implemented, some bug fixes and now i'm working on Player Equipment system
     
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  43. MrIntel

    MrIntel

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    Woo thats great any eta when it will be available.
     
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  44. GreekStudios0

    GreekStudios0

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    Since i'm also on holidays i will need approximately 4 days to finish it.
     
  45. GreekStudios0

    GreekStudios0

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    Item's script has now inspector in order to set up your items quickly.

     
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  46. TheGnawers

    TheGnawers

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    Looks nice. I would love to see integration with Realistic FPS Prefab next. Maybe UFPS too?
     
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  47. GreekStudios0

    GreekStudios0

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    I don't think i will do it since i'm planning on developing a KIT (First Person Physics Survival Kit).​
     
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  48. John-G

    John-G

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    That sounds interesting!
     
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  49. MrIntel

    MrIntel

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    That sounds really cool keep up the great work.:D
     
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  50. GreekStudios0

    GreekStudios0

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    Thank you guys for the support :)





    Still needs a lot of work :)
     
    Last edited: Aug 3, 2014
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