Hello, I am currently implementing custom inventory through scripting.
There are many questions.
1. For the current slot / Max slot,
Is there a way to get the current number of slots in the current inventory?
I wrote the following in the update function.
maxSlot.text = ORK.InventorySettings.limitValue.value.ToString();
List<IInventoryShortcut> inventory = new List<IInventoryShortcut> ();
ORK.Game.ActiveGroup.Leader.Inventory.GetAll (false, false, true, true, true, false, false, false, -1, false, ref inventory);
currentSlot.text = inventory.Count.ToString();
However, this method seems to be expensive because it creates new objects every time. Is there any other way?
2. Is there a method to check whether individual equipShortcut obtained through above GetAll Function is equipped?
(In other words, rather than checking parts as ORK.Game.ActiveGroup.Leader.Equipment[PART_id].Equipped, i want to know how to check whether each equipShortcut instance is equipped with any part.)
like this. if equipShortcut.equipped == true > UnEquipbutton.Interactable = true; but individual check seems not to exist
3.ORK.Game.ActiveGroup.Leader.Equipment.IsEquipped(EquipSet equipSet, int id, int level, int partID)
I just want to know if the equipshortcut instance is equipped somewhere else
(regardless of the equip's level, part id, i want all-Level).
Should I use the above function?
What exactly does available mean here?
Is partsetindex returning the index of that part??
5. While playing, I want to pay a certain price (500 gold) and expand the maximum space in the inventory.
Can I do something like this?
And is the limitvalue stored with the save game?
for example. is this code possible??
ORK.InventorySettings.limitValue.value = something;