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Question by jonathanbooker2911 · Jan 13, 2019 at 07:43 AM · scripting problemscripting beginnerscriptingbasicsscripterror

weighted inventory system

[CreateAssetMenu(fileName = "Item")]

public class Item : ScriptableObject { [Header("ItemStats")] //name public string itemName; //icon public Sprite Icon; //item description public string itemDescription; //Id public int itemID; //Weight public float weight;

public float Weight { get { return weight; } set { weight = value; } } }

 public class Inventory : MonoBehaviour

{ [SerializeField] List items; [SerializeField] Transform itemsParent; [SerializeField] ItemSlot[] itemSlots; public Item item; public float currentweight = 0; public float totalweight = 100;

 private void RefreshUI()
 {
     int i = 0;
     for(; i < items.Count && i < itemSlots.Length; i++)
     {
         itemSlots[i].item = items[i];
         currentweight += item.weight;
     }

     for(; i < itemSlots.Length; i++)
     {
         itemSlots[i].item = null;
     }
    }
    }

I'm trying to add a weight system to my inventory like fallout but it just take information from my one scriptable object rather than the item in the slot. How can I make the script read the item in slots indivisual rather than setting a value for all items.

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Answer by xxmariofer · Jan 13, 2019 at 12:08 PM

hello @jonathanbooker2911, first just an advice if you are creating a property Weight for returning weight, mark weight as private since having both accesible when both are the same var it is a bit confusing. you are adding item.weight (not sure if you assigned that var in the editor) just change

currentweight += item.weight;

to

currentweight += itemSlots[i].item.Weight;

hope it helps.

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