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Question by Ariath · Jan 01, 2014 at 11:19 PM · guiinventorypickup

Pick up gameobject and go to inventory,

Hello everybody !

I'd like to do something like this : alt text when i touch a gameobject ingame, i pick up and and I want that it goes in the inventory.

So actually my "gameobject A" have this script :

 #pragma strict
 Function OnTriggerEnter (info : Collider);
 {
 If (info.tag == “Player”)
 {
 Destroy (gameObject);
 }
 }

So when my player moves over, he take the gameobject (well, its doesnt take, it s destroy).

My inventory is just a rectangle :

 #pragma strict
 //Private Variables
 private var InventoryOn = false;
 
 //GUI Pos/size
 var WindowPosition : Vector2 = new Vector2(0,0) ;
 var WindowSize : Vector2 = new Vector2(360,360) ;
 
 //Texture : on a juste a drag/drop l’image de notre inventaire dans cette variable  
 var InventoryWindow : Texture ;
 
 function OnMouseUp () {
 //lorsqu on clic gauche sur l'objet contenant ce script,l inventaire s'affiche et se ferme
 if (Input.GetMouseButtonUp(0))
 {
     if (InventoryOn == false)
     {
         InventoryOn = true;
     }
     else if (InventoryOn == true)
     {
         InventoryOn = false;
     }
 }
 }
 function OnGUI () {
 if (InventoryOn == true)
 {
 GUI.BeginGroup(new Rect(WindowPosition.x, WindowPosition.y, WindowSize.x, WindowSize.y), InventoryWindow);
 
 GUI.EndGroup();
 }
 }
 

And i would like that my gameobjectA go in inventory on a specific site ! but i dont know how to do ? Have you got any idea ?

Thank s !

sans titre22.png (16.2 kB)
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Answer by Vonni · Jan 02, 2014 at 01:17 AM

I would create my custom class of say InventoryItem

This class would contain all the information needed to spawn item on ground, be shown in inventory and to use. Like: Thumbnail, Model, name, typeOfItem, stackable etc etc.

I would then create my own Inventory class that handles these Items in a List..

I would also make functions under InvertoryItem to handle things like: apple.Drop(), apple.Use()

TLDR: Learn how to make custom classes

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