CS2335
Master 1.0.0
Master 1.0.0
  • Introduction
  • Introduction
    • Introduction
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Unity Manual, Scripting API
  • Unity Basics
    • Unity Editor Windows
    • Behavior Components
    • 2D Project, Scenes
      • Create 2D Sprite GameObject
      • Create UI-Text GameObject
    • MonoBehavior - Base-Class
    • Create a Custom C# Script
  • Game Coding Structures
    • Games Overview
    • Unity Engine - Event Functions
    • Finite State Machines
    • UML Class Diagram
  • Animation
    • Animator Controller
    • Animation Steps
      • Optional: Dead Animation
    • PlayerController.cs V0
  • Project 1 - Player
    • Player GameObject v1
      • C# Generics, Statics
    • Player GameObject - Jump
    • PlayerController.cs V2-Jump
    • PickUp PreFabs
      • Sorting Layers
    • PlayerController.cs V3-Collide
    • GameData Version1
    • GameData Version2
    • PlayerController V4-Score
  • Project 1 Details
    • Project1 GameObjects
    • PlayerStats Version1
      • UI-Canvas
    • Utility Class
    • Simple Spawner
    • MiniGameManager
      • Logic Diagrams
      • StartButton
      • ResultsPanel
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
      • Inspiration
        • Branching Story Structures
        • Branching Structures
        • Hero's Journey
        • Visual Novel in Unity-Links
    • Project 2 - Starter Assets
    • State Machine Framework
    • StateManager - Singleton Design Pattern
    • Interface IStateBase
    • Create SceneXState.cs
    • OptionPanel Prefab
      • UI Images: Sprite Sheets
      • Button Image-Transitions
    • Project 2 - List of Steps
    • Project 2 - Starter Code
  • Project 2 -Dialogue
    • Hide_Show_Panel Script
    • Edit OptionPanel
    • Simple DialogPrefab
    • Conversation Entry
    • SimpleDialog.cs
    • ScriptableObjects
      • Scriptable Object Factory
    • Conversation Scriptable Objects
    • DialogManager_ConvList
      • DialogManager V2
      • Coroutines: Dynamic Text
      • DialogPrefab wImage
  • Overview: Branching Logic
    • DialogTrigger
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • GameData Version3
    • Dictionary: choiceData
      • SaveChoice, ChoicePanel
        • choiceData - examples
          • Dictionary Value to Disable Options
    • Configure UI-Button Listeners
      • NPC Animation
      • NPC Activation
    • UI-Triggered Animations
    • Simple Inventory
    • EndState Conditions
    • Script ExecutionOrder
    • Custom UnityEvents
    • PlayerStats v2
      • ModifyPlayerData
      • BuyItem
    • Text Input
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
  • Proj4: Inventory System
    • Inventory-System
      • GameData version4
      • Install and Configure
      • Diagrams, Resources
        • Item, Gem, Potion Classes
        • Inventory Class
      • InventoryDisplay, Slot UI
        • InventoryDisplay Class
        • Slot Class
        • Hazard Class
        • Layout Groups
      • Customization Steps
        • Configure Animation
        • AddItem Button
        • Concrete Class: Food
        • MiniGame Mods
          • PlayerController Mods
      • Code: InventorySystem
        • GameData, PickUp Mods
      • Resources: Data Structures
  • Custom Unity Events
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj4: Mini-Game
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
    • MiniGame-Overview-Proj4
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 4 - Code Mods
    • Project 4 - Steps
    • Project 4 - Code
      • Code: Final Versions
        • PlayerController Mods
          • PlayerController_v2 Mods
        • GameData - Final
        • LevelManager
        • PlayerStats - Final
        • PickUp, Hazard, ScorePickUp
        • Spawner - Final
        • CameraFollow
        • ScreenFader
        • MiniGameState
        • Example: EndState
      • MiniGameWin Logic
  • Optional, Supplemental Content
    • Optional Content
      • Particle Systems
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
    • XR - Extended Reality
  • Computing Concepts
    • Programming Patterns
      • State - FSM
      • Singleton Pattern
    • C# Language
      • Variables
      • Delegates
      • Dictionary
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Generics < T >
      • Inheritance
      • Interface
      • List< T >
      • Polymorphism
      • Queue< T >
      • Switch-Case
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Tools
    • Glossary
    • References and Resources
    • Random Thoughts
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  • Item Class - Abstract Class, ItemInstance Class
  • Methods: abstract, virtual, override:
  • class Item, ItemInstance
  • Class Gem
  • Class Potion

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  1. Proj4: Inventory System
  2. Inventory-System
  3. Diagrams, Resources

Item, Gem, Potion Classes

The backbone of this Inventory are several classes that inherit from SciptableObject.

Item Class - Abstract Class, ItemInstance Class

The Item Class is an abstract class, this means that no Item objects can be created directly of the Item type. Instead, we must write concrete classes that inherit from the Item Class, such as Gem, Potion.

Methods: abstract, virtual, override:

The Item class introduces new types of methods, where we want to insure we can call the method Use( ), on all object instances ( of child classes )

Updated: April 11, 2020

class Item, ItemInstance

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

//Modified from
//https://github.com/Toqozz/blog/blob/master/inventory

//https://answers.unity.com/questions/1415831/inheritance-from-a-scriptableobject.html

//updated 4/10/2020

public enum ItemType
{
    Gem, Potion, Key
}

[System.Serializable]
//abstract classes can not be used to make 
//actual object instances, only child classes of 
//abstract classes can actually be created.
public abstract class Item : ScriptableObject {

    public string itemName;
    public int value;
    public Sprite sprite;

    protected ItemType itemType; 

    //updated code adds variable below - must be set in child class constructor
    public string instanceType; // enum type set in child classes - ie: Gem.Sapphire

    /// <summary>
    /// virtual means that this class can be overridden in a child-class, but it is not required
    /// in which case no code would be executed since this default version of the method 
    /// happens to have no code.
    /// </summary>
    public virtual void Use() 
    {
       //no code in this case, so nothing will be executed
    }

    ///other option which requires Use to be overridden in child classes
    /// 
    /*public abstract void Use()
    {
        //no code in this case, so nothing will be executed
    }
    */
}


[System.Serializable]
public class ItemInstance 
{
    // Reference to scriptable object "template".
    public Item item; //should be a child class item


    public ItemInstance(Item item,int value ) 
    {
        this.item = item;
        item.value = value;
    }
}

Class Gem

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

//modified from
////https://github.com/Toqozz/blog/blob/master/inventory

//updated 4/10/2020

public enum GemType { Ruby, Diamond, Sapphire, Emerald }

[System.Serializable]
public class Gem : Item {

    public GemType gemType;

    public Gem()
    {
        itemType = ItemType.Gem;
        instanceType = gemType.ToString(); //updated - new code
    }

    public override void Use()
    {
        Debug.Log("Using Gem " + this.gemType);
        //TODO what does a gem do?
    }
} //end class Gem

Class Potion

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

//modified from
////https://github.com/Toqozz/blog/blob/master/inventory

public enum PotionType { Energy, Wisdom, Truth, Health }

public class Potion : Item {

    public PotionType potionType;

    public Potion()
    {
        itemType = ItemType.Potion;
        instanceType = potionType.ToString(); //set item value of potionType enum as string
    }

    public override void Use()
    {
        Debug.Log("Using Potion " + this.potionType);
        switch (this.potionType)
        {
            case PotionType.Health:
                GameData.instanceRef.BoostHealth(this.value);
                break;
            case PotionType.Energy:
               // GameData.instanceRef.BoostEnergy(this.value);
                break;
            case PotionType.Wisdom:
            case PotionType.Truth:
                //GameData.instanceRef.BoostExperience(this.value);
                break;
        }
        GameData.instanceRef.BoostHealth(this.value);
    }

} //end class Potion
PreviousDiagrams, ResourcesNextInventory Class

Last updated 5 years ago

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