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Question by NutellaDaddy · Mar 31, 2014 at 09:28 PM · c#inventoryitems

Is there a way to shorten these?

I am defining items and it seems that I have to define them one by one for my inventory like so. using UnityEngine; using System.Collections;

 public class AllItems : MonoBehaviour
 {
     public static Weapon AllWeapons()
     {
         Weapon machete = new Weapon (10.0f, 0.0f, 3, false, 0, false);
         machete.name = "Machete";
         machete.description = "A fast bladed weapon";
         machete.icon =  Resources.Load (ItemGenerator.meleeWeaponPath + machete.name) as Texture2D;;
         machete.rarity = RarityType.Common;
         machete.curDurability = 150.0f;
         machete.maxDurability = 150.0f;
         machete.weightAmount = 1;
         
     }
     public static Consumable AllConsumables()
     {
         
     }
     public static Armor AllArmor()
     {
         
     }
     public static Placeables AllPlaceables()
     {
         
     }
 }

And that only creates the functions for the items and one weapon. Is there any way to shorten this using anything? I don't want to have to hard code all of these values.

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Answer by getyour411 · Mar 31, 2014 at 10:14 PM

There's always another way to do something (almost always, anyway) but when it comes to the things you are showing this is pretty much it. You could use Random.Range for a few things or have just a few archetypes that everything else is scaled from, but in the end defining items is a bit of a slog.

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