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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  • Item Class - Abstract Class, ItemInstance Class
  • Methods: abstract, virtual, override:
  • class Item, ItemInstance
  • Class Gem
  • Class Potion

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  1. Proj3: 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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