I've been trying to make a custom Inventory UI like this: https://imgur.com/a/tu7X4M6 and I'm currently navigating in the AC Game Editor, under Menu Editor inside Inventory Tab to see if I can tinker its settings. With that in mind, I do have some questions regarding the capability of AC's handling of the Inventory system.
Is it possible to open the inventory when the player is offered the chance to read one of their books or offer an NPC a gift? I assume this must be somewhere in the ActionList Editor.
Shows its description somewhere in a box where text is displayed.
Is there anything important I need to know about changing the Inventory UI to fit the one in the imgur link above?
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The Menu: Change state Action can be used to turn on a Menu, provided that Menu's Appear type is set to Manual.
Go to the Inventory Manager's Properties tab and create a new String property named Description. You can then enter in description text for each of your items in the Items tab.
To display this text when an item is navigated over in the Menu, create a Label element in your Menu, set its Label type to Inventory Property, Inventory property to Description, and Inventory item source to Mouse Over Item.
You're best off creating a new Inventory UI from scratch, given how different it is from the default.
This tutorial covers the process of creating an Inventory menu in Unity UI.
If your Menu is directly navigated, see the Manual's "Navigating menus directly" chapter for details on the options available.
If you use a Variable to keep track of how much gold the Player has, you can use a Token to display it in the upper-left corner, similar to this tutorial.
Hi Chris! Thanks for the answer. Another question? Is adding descriptions for inventory the same as adding for items in shops?
Sorry, can you rephrase that? I'm not clear on your meaning.
Ah sorry for not being clear with my question. I wanted if I could do the same with my Shop Inventory like what the Inventory can do but in a bigger scale. Here's the image reference:
https://imgur.com/a/hwsYVvp
As you see, there's the shop I wanted with each item having their own description and then there's the shop I'm currently making trying to emulate it but I'm not sure what steps should I take to achieve that.
I tried making a Label Element to see if I can achieve that, but it seems I can only do so for 1 element and none of the Inventory Item Source have something that makes the item description be displayed whenever the shop is open. Also, do I need to make as many Label Elements as possible to accommodate the number of items inside the shop?
No, you'd use a custom script for this.
Add a Text child object to each slot Button in the UI prefab, and then use a script to extract the Description text for each slot's associated item.
Something like:
This is great! Thank you. One more thing, I assume that since I'm using TextmeshPro, I need to use TMPro and TextMeshProUGUI datatype if I want to use TextMeshPro Text Fields in the scene?
Yes, replace Text with TMPro.TextMeshProUGUI