Re: An Idea: Add an Inventory UI Panel
Posted: Sun Dec 23, 2018 2:14 pm
I'll add a note to the Dialogue System's Inventory Engine Support documentation to help other users in the future.Alatriste wrote: ↑Sun Dec 23, 2018 1:46 pmOk, I finally found the problem:
The name of the inventory was correct. It was the "DemoGameManager" game object, that aparente is mandatory, unless you make some coding, as it reads in the documentation of Inventory Engine:
The problem is that in the video tutorial that was not clear enough, so if you just follow the tutorial to implement the add-on in your own scene, you will get the error I was getting. The solution is as it reads in the documentation:"if you decide to get rid of demo elements, such as the InventoryDemoGameManager, make sure you implement their behaviors somewhere in your own classes!"
the fast way is to open one of your scenes, drag and drop the PixelRogueRoom1 demo scene into it, drag and drop elements from it into your scene, and remove it. The elements you’ll want to drag and drop that way are the Inventories and InventoryCanvas objects. The Inventories hold the inventory data, and the InventoryCanvas contains everything you need to interact with it. You’ll probably want to modify, rename and reorganize its contents to suit your needs.
Not yet, but the next Dialogue System update will have a script that does this.
I'm working on a Saver component for Inventory Engine. Currently the integration is designed to use Inventory Engine's save system. The Saver component will be in the next version of the Dialogue System so you can save Inventory Engine using the Dialogue System's save system.