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Question by Lieberwolf · Jul 04, 2018 at 11:24 PM · assetscustominventory systembestpractices

Custom Assets, Inventory - best practice

I have a question about best practices to implement an Inventory/Crafting system.

My current idea is to implement a base "Item" (ScriptableObject) class and some classes like RessourceItem : Item

PlaceableItem : Item

MachineryItem : Item

and create custom Assets for each Item I need: ([CreateAssetMenu(menuName = "Items/RessourceItem")])

My game idea includes a pretty big crafting system, so some items (Machinery) can process items, for example a furnace can smelt something.

And thats the point where I cant decide which design pattern would be better:

1) Create a Custom Asset for each crafting recipe (as which the items) and give the Machinery class a public List and dragn&drop all needed recipes into that list.

2) Create a List like before, but instead of creating and adding different Custom-Asset-Recipes just type the recipes directly into the inspector (serialized recipe class).

Are there any advantages/disadvantages with the different approaches? Are custom-Assets even the way to go?

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avatar image NoDumbQuestion · Jul 05, 2018 at 01:34 AM 0
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For crafting you should go with custom editor than custom asset.

Like Node editor for easy to make a new craft item.

https://github.com/Seneral/Node_Editor_Framework

Then you have to make a custom asset for each item. And custom editor to show how crafting work.

So, you have: - Asset for Item - Asset for recipe(made by editor)

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