Now that that objects are selectable, the next step is to make them draggable. The purpose of these alterable values will be explained as they are used further on. Each "Inventory Item" object will use four alterable values Width, Height, Origin X, and Origin Y in that order. Although not required, it is highly recommend that you place all the "Inventory Item" objects into one qualifier (such as the "Inventory Item" qualifier) and the "Inventory Space" objects into another qualifier (such as the "Inventory" qualifier).ĥ. So if the grid was 16 x 16 for example, the "Inventory Space", "Outside Inventory Space", and "Invalid Spot" should be 16 x 16.Ĥ. If you wish to have the inventory system to be grid based, have each "Inventory Item" be a multiple of the grid size, and have the "Inventory Space", "Outside Inventory Space", and "Invalid Spot" objects be the size of the grid. Enabling/disabling will affect the how the final inventory system will function, but this option can be changed at any time without consequence.ģ. Enable/disable the "Fine Detection for each of the "Inventory Item" active objects and the "Inventory Space" object. The "Inventory Spaces" should have two animations an occupied and an unoccupied animation each representing its respective state (occupied/unoccupied).Ģ. Before any kind of coding is added, some various properties of the active will need to be adjusted.ġ.
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