Customization Steps
Last updated
Last updated
Although it is optional to configure animation for the InventoryDisplay, it is recommended that you configure animating visibility of this, so that it can be off-screen during the MiniGame, and using Tab key can bring it back on screen. If you don't want to configure animation, then you should create buttons that can show-hide the inventoryDisplay. You can use the Hide_Show_Panel script on the InventoryDisplay, but you'll probably need to add some additional logic to allow the panel to close when a button is clicked. In addition, you'd need to remove the Animation logic that's already included in the InventoryDisplay.cs
script. It is probably easiest to implement the Animation following the steps on the Configure Animation page.
The video below gives an overview of the MVC Pattern that the Inventory System is based on. It shows the relationship between the abstract base class: item and concrete child classes that are used to create types of items that can be stored in the inventory system. It shows the separation of logic into 3 components of MVC pattern: Model ( Data ) - View ( UI ) - Controller ( Manager ). See updated code in Item, Gem, Potion, Food code - 4/11/2020 - Instructions and Link to Install Updated Code - 4/11/2020
You will need to add one additional line of code to the constructor for each Concrete child-class to set the Item.instanceType variable that is used in the InventoryDisplay class. See code listed below - this step was not included in the video linked below.