CS2335
Master_v2
Master_v2
  • Introduction
  • Introduction
    • Introduction
      • Design
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Hero's Journey
  • Unity Basics
    • Unity Editor Windows
    • MonoBehavior - Base-Class
    • Unity Engine - Event Functions
  • Getting Started
    • UI-Elements
    • Animator Controller
      • Animation Steps
    • PlayerController Flow Chart
    • PlayerController Code
      • PlayerController - V1 - S20
      • PlayerController V2 S20
      • PlayerController V3 S20
  • Project 1 - Simple Game
    • Overview
    • Project 1 - Get Started
      • UML Class Diagram
    • Player GameObject
      • PlayerController.cs V2
      • PlayerController.cs V3
    • Create 2D Sprite Prefab: Rock
    • Sorting Layers
  • Project1 Code
    • PickUp PreFabs
    • Player GameObject
    • PlayerController - jump
    • GameData Version1
    • PlayerStats Version1
    • MiniGameManager
      • Logic Diagram
    • Simple Spawner
    • Utility Class
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
    • Project 2 - Starter Assets
    • Project 2
      • State Machine Framework
        • Singleton Pattern
      • StateManager - Singleton Design Pattern
      • IStateBase, BeginState
      • Project 2 -Steps: Create new Scene and State
      • Project 2 - List of Steps
        • Project 2 - Starter Code
  • Project 2 -Dialog
    • Hide_Show_Panel Script
    • Configure TitlePanel, DecisionPanel
    • Simple Dialog Prefab
    • Conversation Scriptable Objects
    • DialogManager_ConvList
    • Image Transitions for Buttons
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
      • Text Input
  • Project2 Resources
    • Visual Novel in Unity-Links
    • Scriptable Object Factory
      • ScriptableObjects
    • Dialog Prefab Packages
  • Project 3 - Overview
    • Branching Story Structures
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • Dictionary: User-Choice Data
      • User-Choices - Example
        • Dictionary Value to Disable Options
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
  • Proj3: Inventory System
    • Inventory-System
      • 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
  • Proj3: Custom UnityEvents
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj3: Mini-Game
    • MiniGame-Overview-Proj3
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 3 - Code Mods
    • Project 3 - Steps
    • Project 3 - 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
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
  • C# Language
    • C# Language
      • Variables
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Inheritance
      • Polymorphism
      • Interface
      • Switch-Case
      • List< T >
      • Queue< T >
      • Dictionary
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
      • Delegates
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Glossary
    • References and Resources
    • Random Thoughts
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  1. Proj3: Inventory System
  2. Inventory-System
  3. Diagrams, Resources

Inventory Class

Inventory with List< ItemInstance>

updated Apr 10, 2019

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

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

//updated 4/11/2020

[System.Serializable]
public class Inventory : ScriptableObject
{
    public UnityEvent onInventoryUpdate = new UnityEvent();

    //List is how inventory items are saved in memory
    public List<ItemInstance> inventory;  

    public void OnEnable()
    {
        if (inventory == null)
        {
            inventory = new List<ItemInstance>(); //initialize
        }
        else
        {
            inventory.Clear(); //clear all items when game starts in first Scene
        }
    }

    public bool SlotEmpty(int index) //check if list element is null
    {
        if (inventory[index] == null || inventory[index].item == null)
        {
            Debug.Log(" empty slot");
            return true;
        }
        return false;
    }

    // Remove an item at an index if one exists at that index.
    //search list to find an item of this type, and remove the first one found
    //searching for an item with matching instanceType to remove
    public bool RemoveOneItem(ItemInstance item)
    {
        string itemType = item.item.instanceType;
        bool  foundOne = false;
        for( int i=0; i< inventory.Count; i++)
        {
            ItemInstance oneItem = inventory[i];
            if (oneItem.item.instanceType == itemType)
            {
                inventory.RemoveAt(i);
                foundOne = true;
                return foundOne;
            }
        }
        return foundOne;  //returns true/false
    }

    // Insert an item, return the index where it was inserted.  -1 if error.
    public void InsertItem(ItemInstance item)
    {

        Debug.Log("item added to inventory " + item.item.name);
        inventory.Add(item); //add to list 

        ///Broadcast event to notify listeners - InventoryDisplay
        if (onInventoryUpdate != null)
        {
            onInventoryUpdate.Invoke();
        }

    } //end method

    //gets and returns an ItemInstance that matches this InstanceType
    public ItemInstance GetByItemType( string itemType)
    {
        foreach( ItemInstance item in inventory)
        {
            if( item.item.instanceType == itemType)
            {
                return item;
            }
        }
        return null;
    }

} //end class
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Last updated 5 years ago

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