You guys are ok if we release this update without the Mobile Inventory prefab? it still has a lot of things to do for the mobile version and this should delay the release to another week or so...
You guys are ok if we release this update without the Mobile Inventory prefab? it still has a lot of things to do for the mobile version and this should delay the release to another week or so...
Yes, please release it as it is. Don't want to wait any longer with updating my project ;)
You guys are ok if we release this update without the Mobile Inventory prefab? it still has a lot of things to do for the mobile version and this should delay the release to another week or so...
Absolutely, I've been looking forward to the new inventory system and can't wait to try it. I also don't care about mobile atm
You guys are ok if we release this update without the Mobile Inventory prefab? it still has a lot of things to do for the mobile version and this should delay the release to another week or so...
You guys are ok if we release this update without the Mobile Inventory prefab? it still has a lot of things to do for the mobile version and this should delay the release to another week or so...
please release without mobile inventory prefab. Oh hell yea!
Last Edit: Apr 18, 2020 2:29:45 GMT by chrisredfield
And this is the preview of the Crafting SystemAdd-on
Simply fabulous. I have no word. LOOKS GREAT!!take your time and fix bug.
One ques, right now as it looks preety great and modern, still one thing is making the ui weird. Like in damage count it is showing like "Damage=40" don't you think it will look more cool if you make the damage text to UI? Like you did with health and stamina?? Or we can change the text to ui later on ourself?(i mean obviously without a coding headache)
And this is the preview of the Crafting SystemAdd-on
Simply fabulous. I have no word. LOOKS GREAT!!take your time and fix bug.
One ques, right now as it looks preety great and modern, still one thing is making the ui weird. Like in damage count it is showing like "Damage=40" don't you think it will look more cool if you make the damage text to UI? Like you did with health and stamina?? Or we can change the text to ui later on ourself?(i mean obviously without a coding headache)
Pretty much everything is customizable and most of what you see is UI, the Texts now support Rich Text which means you can add things like <color=blue> ColorTexts </color> to create ColorTexts, and the navigation is now based on Events.
For example, we have added a class called MasterWindow that you can add to every 'window' of your inventory, every time you open or close a window the events OnEnable and OnDisable are called so you can handle what will open and what will be closed, you can handle pretty much anything, like call an method, trigger an animation, sound, etc... which make the navigation super easier to do, no scripts at all are necessary.
Another thing is that when creating a window to display your Items, you can use different Texts to display the ItemName, ItemType, Amount, Description and Attributes. This allows you to have different Fonts and styles for each text.
And if you don't want to display a specific attribute of your weapon, you can filter what attributes you want to display and how you want to display it.
For example, I can use the filter to display the Damage Attribute of the MeleeWeapon, but I'm using a custom RichText to format this attribute and display the Damage in Italics and the value in RED
This is the result (of course you could also do that customizing the Text via inspector, but in this case the changes would affect all attributes)
By supporting RichText you can go even further when using TextMeshPro and use the Sprites to create Icons:
Ok, the crafting system looks reaaaaaaaally cool ! One thing I've always asked myself is : Can you make an inventory like in RE4 ? With different weapons taking different space (gun 1 slot, assault rifle 2 slot, RPG 3 slot, etc...) or do we have to go our own way for that ?