Inventory system that stores original items rather than representative icons?
Hello,
I'm working on a 2D turn-based RPG. My items are a series of 96x96 sprites with a number of mouse over and on click events already coded (e.g. a knife that damages the enemy when clicked). Currently, I am trying to find an inventory system asset. However, every inventory system I've tried so far has the undesired habit of generating a representative icon when I try to add my item into the inventory space, rather than adding my 96x96 item itself to the grid space. This representative icon obviously is just a representation of the item, and thus does not respond to mouse over and click events as my normal items do.
My question is does anyone know of an inventory system that does NOT turn items into representative icons before storing them in the inventory, but instead adds/translates the item ITSELF into an inventory grid space? That way my existing on click and mouse over events should still work when I am clicking the item in the inventory.
Thanks for your help.
Answer by method2madness · Jan 25, 2017 at 10:35 PM
You might have to custom-code this. I've done some inventory system research and I'm currently deciding if I have to make my own solution as well.
Your answer
Follow this Question
Related Questions
How to make a Inventory Hotbar 0 Answers
How Can I make items inventory? (HELP) 0 Answers
Adding a prefab to the Item class instance 0 Answers
IPointerEnterHandler and IPointerExitHandler not working 1 Answer