BoxManager
v4.0
The BoxManager does not have to be a box! It is a thing which holds displayable inventory. This could be a treasure box, or the top of a table, or something else entirely, non physical.

BoxManager from Lucky Large Treasure Box in Party Based RPG demo gameRequired data
Inventory Panel
This is the Prefab with a Panel on it. Note in the example, which is a prefab you can find in Party Based RPG demo game, I've named the prefab descriptively, including "75px" which refers to the size of the grid boxes -- 75 pixels instead of 100.
Options
CanRemoveQuestItems and CanReceiveQuestItems deal with GameItemObjects which are marked as questItem in the Items module. In some cases, you may not want these special items to be put into certain boxes, where they may become lost from the player.
By default, quest items can be removed, but can not be placed into a BoxManager.
Public Methods
Add a GameItemObject to the list
GameItemObject to the listThe BoxManager has a GameItemObjectList inventoryItems on it, which holds the GameItemObjects in the box.
AddGameItemObjectToList() will attempt to add a provided GameItemObject to that list. It will return true if successful, otherwise false. Usually false would mean the item can't fit in the box.
public bool AddGameItemObjectToList(GameItemObject gameItemObject)Open Inventory
You can override this method.
This is a method that "opens" the BoxManager inventory. You can override it if you'd like to do anything special at this point.
public virtual void OpenInventory()
// Example from TreasureBox.cs in the Party Based RPG demo game, which has
// it's own BoxManager component.
_boxManager.OpenInventory();Last updated
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