BoxManager
v4.0
Last updated
v4.0
Last updated
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.
In the Party Based RPG demo game, there are BoxManager
components on the Lucky Large Treasure Box and Small Treasure Box -- both are in-game objects the player can walk up to and interact with.
There are also BoxManager
components on Lucky Treasure Box and Small Box Button -- both of which are UI buttons the player can click on, as a demo.
BoxManagers
do not have to be physical things in the world!
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.
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
.
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.
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.