Next From Night Run Studio: SHOP SYSTEM!

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Night Run Studio

Night Run Studio

Күн бұрын

Пікірлер: 16
@julenmontes8575
@julenmontes8575 27 күн бұрын
WOW that would be a HUGE improvemen, Im excited about the remake of inventory system!
@NightRunStudio
@NightRunStudio 27 күн бұрын
Yeah! I’m excited for this one. It’s a nice level-up for the inventory system, and it just works better with other systems this way. Hope it’s helpful!
@HIDEY_RUNNYpigs
@HIDEY_RUNNYpigs 27 күн бұрын
Yay new tutorial!
@depavanmeijr
@depavanmeijr 26 күн бұрын
Yeayyy🎉
@totallyoffgrid3008
@totallyoffgrid3008 27 күн бұрын
I was just about to Look this up, that’s hilarious. I saw that you changed the colour of the shop keeper. That’s something I am trying to figure out… how to change the knight to red for example or the shop keeper to purple…
@NightRunStudio
@NightRunStudio 27 күн бұрын
That’s awesome! Haha. It’s coming!
@kamm3021
@kamm3021 27 күн бұрын
Awesome 👍🏻 How about adding a small script for some drop to appear after killing enemies
@NightRunStudio
@NightRunStudio 27 күн бұрын
Totally! That would be really easy to add with this system. I’ll put it on my list
@kamm3021
@kamm3021 27 күн бұрын
Thanks 🙏🏻
@lanefaulhaber1824
@lanefaulhaber1824 21 күн бұрын
What is the purpose of making a scriptable object item separate from the loot object? Why not just make the item the loot object as well? And I guess another question, what is generally the purpose of the loot object in your code?
@NightRunStudio
@NightRunStudio 21 күн бұрын
Great question. If you were only going to make items, the scriptable object would be redundant. However, our items will be travelling from item to inventory to shop and sometimes dropped back into the map again, etc. the scriptable object allows us to send all the data in a single package rather than the item itself. In addition to that, scriptable objects aren’t actual game objects, so passing them along is much more efficient in-game than constantly dealing with game objects and all their parts. The last reason is to do with the coding principle of separation of concerns. Ideally, good code keeps things small and modular which makes for easier debugging and extending. Keeping our data separate from the object itself allows us to keep item data separate from item behaviour only matters for items on the map (but isn’t needed in the inventory or shop). Long answer… but hopefully helpful! Thanks again for asking a good question.
@Unknown-e5z7y
@Unknown-e5z7y 27 күн бұрын
Can I drag and drop items from the hotbar to another location?
@NightRunStudio
@NightRunStudio 27 күн бұрын
For the moment, I’ve just set up the hot bar as the whole inventory, but if there’s interest we could totally add a separate inventory that toggles separately from the hot bar.
@depavanmeijr
@depavanmeijr 26 күн бұрын
Bolehkah aku bertanya,bagaimana cara meletakkan dan memindahkan objek atau bangunan ? Seperti pada game Clash Of Clan? :D semoga kamu bisa membuatkan video tutorialnya ^^ terimakasih
@NightRunStudio
@NightRunStudio 26 күн бұрын
It sort of depends. If all the objects are UI elements then it’s pretty straightforward. You can use unity’s built in Pointer interfaces to drag and drop (similar to what we will do in this series). If you have to convert from UI buttons to regular game objects, I think the most common method is (on clicking the UI) to have a game object prefab follow your mouse (it would dynamically change its sprite to look like the object you want to place). Then, once you’ve clicked a space on your map it would instantiate the actual game object (usually with rules for where you can and can’t place, and with a small snapping script so it locks to your grid).
@depavanmeijr
@depavanmeijr 26 күн бұрын
@NightRunStudio thank you ^^
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