Anyone using this ever tried or succeeded at making an invector inventory on the horse? And or the wagons?
Not entirely sure what you're after but I'm going to guess you want each thing to have a separate inventory that can contain items that can be equipped to the player.
While I believe you should be able to extend the default invector inventory to include "horse" and "cart" inventory items, I don't think you can do it without getting into writing your own scripts. I'm not aware of any inventory controls that cross over between the player and the Malbers horse components.
I'd suggest building your own custom components to do what you want.
I've been working on my own inventory system that uses Invector inventory under the hood for player weapons (so they work properly with the invector player controller) but uses my own UI.
Outside of that, everything else I do for inventory has nothing to do with Invector (again unless it is an invector weapon).
As an example:
I have an ItemSlot object that can contain item details (2D image icon, item type etc) but also has a property for a vItem (which represents an invector weapon if it exists).
Then I have a UI that shows a varying number of slots depending on what I'm interacting with.
The player itself has some slots showing what is currently equipped, and more slots for things like the backpack, belt etc.
I can then add inventory to things like wagons and horses and put whatever ItemSlot items I want in them.
Those can be transferred to the player inventory easily enough, and then equipped as active items if they contain the invector vItem property.
This is all custom code except for where I engage invectory ItemManager methods to equip/unequip vItems.
To start with I setup my player with the usual Invector inventory (item manager).
I then create new prefabs for every item the player can equip that is based on invector inventory (has a vItem component).
These can be created in the usual invector ItemListData (or just use the default invector item list).
Then i add my own component that identifies the prefab as a part of my inventory system so my item slots know how to deal with them etc.
Here's psuedo code on how I might create my own inventory item that contains an invector vItem that I can interact with in my own inventory UI with slots.
MyItemSlot itemSlot;
vItem vitem = playerItemManager.itemListData.items.Find(t => t.id.Equals(itemId));
myInventoryItem = vitem.originalObject.GetComponent<MyInventoryComponent>();
itemSlot.vItem = vitem;
slotImage.sprite = vitem.icon;
The primary Invector methods I call to change the currently equipped item are:
playerItemManager.UnequipCurrentEquipedItem(0, true);
playerItemManager.EquipCurrentItemToArea(slotToEquipNext.vItem, 0, false);
This all then gets extended to things like showing saddlebags on the horse, and those being separate inventory.
Attaching whatever cart to the horse with separate inventory.
The player then walks up to and interacts with those containers to open/interact with that inventory to transfer between them and their personal inventory.
Once items are in their personal inventory, it mostly works like normal invector inventory.
It's a ton of work and I'm not done but once the sytems are all developed the idea is I should be able to easily add inventory (that contains whatever items) to any object the player can interact with. A vendor, chest, horse, cart, pile of loot on the ground, corpse etc. Again noting that not all items will be invector inventory. Some may be building supplies, or just money, stuff that would never show up in the default invector inventory UI like potions or swords, but still needs to exist as player inventory.
I did look into the InventoryPro integration but found it a huge mess and overkill for what I wanted. I didn't want to spend weeks reverse engineering that code and instead chose to start rolling my own, but your experience may differ.
Hope that helps :D