Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by infinitypbr · Feb 18, 2013 at 04:03 AM · inventoryinventory system

Best way to implement RPG Inventory System (w/ Sized Items)

First, by no means am I looking for someone to write code for me :) I can do that. But I'm sitting here racking my brain trying to figure out how best to implement this system. Specifically, I have a grid for items the character can hold, 12x8 squares. Each item will take up at least 1x1, but could take up more. (The sword, in the example, takes up 1x5 squares).

This is iOS, so when the player drags the sword and lets go over a new spot, the sword only goes into the new spot if there is space in the grid.

I'm thinking that while the player is holding the item (touching-dragging), the underlying grids will turn green or red if it's available/taken. And if all 5 are green, then the item can be dropped.

The place I'm getting stuck: I know I can count the grid and if it's taken or not. And I know I can tell each item how much space it takes up. But how would I connect the two -- If the player is touching/moving from the bottom of the sword, the grids below need to know which part of the sword is above them.

I'm thinking perhaps a unique collider for each "part" of the sword? So 1x5 sword would have 5 evenly spaced colliders, and when they go over the grid, the grid can light up etc?

Any thoughts? I've included a screenshot of the GUI so you can get an idea. (It's based on Might & Magic 6-8 system)

Thanks!alt text

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

10 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Issues with Inventory script 0 Answers

Inventory armor wielding proplem,How to convert from derived to base 1 Answer

Inventory loop bolt 0 Answers

Inventory List Crafting HELP 0 Answers

AddComponent Question 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges