Mining...again


Sooooo.... I forgot to push the update to the repo after my last post. fortunately I have been working away the last couple of days expanding on the functionality and realized my mistake while pushing my latest changes.

Now the repo is fully up to date!

Today was a minor push of a few bug fixes and..

I also added a new Character struct to represent the a set of basic stats. This is saved along with the other game data.

I added a starter object that will spawn only on first run if no save data is found and loaded. I added this because in the demo you can not punch trees down with your hands...that would be silly...and I wanted to provide a simple way to get the player mining and crafting as quickly as possible when a new game starts. Place a game object in your scene with the item prefabs you wish to spawn as children. Set the object in the InventoryController component. The object will be moved to your spawn point and enabled on start.

I added new mine variants and a tree,. Still no mining animations, but you can verify its working as the mined items are placed in your inventory or spawned in to the game world if the inventory is full.

Mapped item mount points to PlayerInvertoryController to allow items to be placed on the players avatar. I'm still working on this bit.

And I'm sure there are a  few thing I forgot.

I also just noticed a bug in the mining system that will sometimes spawn a null object in to the players inventory. represented by a white square icon. Clicking this item remove it so not a huge deal, but its on my list to get fixed.

Files

Git Repo (Newest version)
External
Jul 15, 2023

Get Player Inventory System

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