I am following the Inventory Course (from the RPG class) and am now at the point where I’m putting it in my game.
I want to be able to filter out the items type and display a separate inventory based on the menu from where it was accessed… (like only the wearables or only the actions bar compatible items)
Also, I know currently the inventory system only supports “wearable and actions” items… I would also like to add 1 more category type to that…
I already edited the enum for the scriptable objects for wearables to account for the actual equipments types we’re going to have in the game but i don’t recall where the “main” category were created to make a new “3rd” one…
To only display one of the 3 categories, I figured I’d probably need to update the InventorySlotsUI and add a serializable field to determine which of the “3 types” should be displayed… (then make 3 copy of that inventory prefab based on which inventory is being shown)…
EDIT : After digging around in the code a bit more, it might be easier to simply use item properties to filer out… Since I do not plan on using The Action bar at all… I’m using the “action” items as consumables… and the new (3rd category) i wanted to add could totally fit in the action items/consumables… it might be easier to simply filter out based on a new boolean property of the action items scriptable object… still no clue how i would go around displaying only 1 OR the other when building the inventory…
so any suggestion would be greatly appreciated!