whimfoome / godot-inventorysystem Goto Github PK
View Code? Open in Web Editor NEWA powerful inventory management system built exclusively on the Godot 4 engine's new resources
Home Page: https://whimfoome.itch.io/inventory-oasis
A powerful inventory management system built exclusively on the Godot 4 engine's new resources
Home Page: https://whimfoome.itch.io/inventory-oasis
References clean after themselves automatically, and we don't have to do that in code.
While the current method is that the Items are Nodes, that aren't added to the scene tree (orphan), but still live in memory and when we are done with using them, we free/delete them.
It's just an idea/proof of concept that I might take on in the future.
On second look, the user doesn't need to manually free them, because I already handled that in the system, so Reference is not needed + in C# it's not immediately cleared.
Maybe I should make the Items - Objects, instead of Nodes, because they need less memory, we'll see :)
Hi, thank you for making this inventory system openly available. I am currently playing around with it. I want to add items to the players inventory when they kill an enemy, called from a function in the players script. The "AddItem.gd" script is quite confusing for me, and I'm not sure how to implement it other than with buttons. I am trying to use The "add_to_inventory" function but am having issues calling it. What exactly do I put in the "item" call? I tried using Item_Apple.gd but it doesnt work, can I add the path somehow without creating a separate node? i.e I want to directly call $InventoryComponent.add_to_inventory(item, amount) in the player script.
Thanks for the help
Can you make a written guide? I really want to use this, but i have no idea how :)
Hi, very cool inventory system but the program crashes when reopening the inventory after having eaten a mushroom, and also if you eat an apple that is inbetween two other apples (making a blank space inbetween).
I am using v3.2.1.stable.mono.official
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