In my game I want to have several different inventories on a player. Something like Small pockets and Big slots(like backpack). And while small Items, like documents or money can fit in both small and big slots, big items, like axe, need only big slot and can't be carried even if you have 4 small pockets empty. I looked around ORK and Inventory containers sounds like something I have in mind, but I did not understand that feature fully. So, can I achieve something like that or that not yet possible?
Also I would like certain equipment to add inventory slot(for example jacket adds two small pockets and backpack add four big slots). I imagine that should be available through abilities, that adds a variable? But again, that only works with one inventory.
Generally, you can set up different inventory containers, e.g. one for your small pockets, one for your bagpack with the big slots.
Each inventory container defines the number of slots it has, and you can also use e.g. a formula for that. So, you can use a formula that adds additional slots based on whatever you want, e.g. checking if equipment A is equipped (or item typ B is equipped) and add additional slots based on that. You can also make that status value based, e.g. have status values for the different types of slots and use them directly as the slot number of the container (without a formula). Equipment, etc. can give bonus slots just like any other status bonus.
Going with status values for the slots is probably the best solution and makes the setup and tweaking easier with new equipment being added, as you'd otherwise have to adjust a formula for each equipment.
Also, each inventory container can define what kind of conent can be stored in it, e.g. items or equipment. And you can further filter this by limiting which item types can be put there.
So, for your small pockets you can only allow items, currency and other small stuff - for your big slots you can allow everything, including equipment. Or however you want it :)
For displaying inventory containers, there's the Inventory Container (Slots) menu part, works similar to the regular Inventory part.
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Or maybe there will be Inventory UI tutorial in the future?
And I still not quite understand that example that I linked in my previous post - does inventory setup like that use HUD shortcuts? Or how it is done?
Drag and drop controls are set up in your menu screen parts, e.g. the Inventory Container part. There are also settings for allowing split/merge drops.
If you want to display multiple containers at the same time, you need to add multiple Inventory Container menu parts to your menu screen, each set up for one of your containers.
The example you linked indeed uses HUD shortcuts, i.e. like in the shortcut HUD tutorial you set up Shortcut UI prefabs. Your Inventory Container part can add using shortcut UIs via it's Content Layout settings, adding the Shortcut UI HUD type.
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I've wasted three days trying to figure out how to get it to work and I'm starting to pull my hair out.
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Could you advice where are those settings?
The UI box prefab should also have a UI Receive Cursor Events component attached, but that's added automatically if you create the UI box via the context menu (as you should :D).
Otherwise, check if something on a higher UI layer is blocking the cursor.
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When I release mouse button everything returns into their original positions.
Edit: Oh, I see pictures from imgur does not show there :/ https://imgur.com/ItsWxpE
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So I want to ask, what would be the best way to achieve what I want - be able to use different slots with different UI keys for different containers and to have those containers changeable(and be able to cycle them) by keyboard keys and displayed normally without putting every Tab manually bi pixel?
Each item/equip/etc. can override the default shortcut UI prefab (defined in UI > Shortcut Settings in their own UI settings. Or, even easier, item types can also override the shortcut UI for all of their items.
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