Game Development Reference
In-Depth Information
Objective complete - mini debriefing
We just created our INVENTORY page that we'll be able to view by clicking on the
INVENTORY tab. First, we created the item array by using List<T> to contain all the
items. Then we added the SetupScrollBar() function in the ItemsContain-
er class in this function, we created a scroll view for the items by using
GUI.BeginScrollView() and GUI.EndScrollView() , and created a scrollable
area that contains all the items. We also used GUI.SelectionGrid to align all items in
the list from which the player can select any item. Lastly, we passed the GUIContent se-
lection to use in the Menu script.
Then, in the Menu script in the Start() function, we initialized our items, armors, ac-
cessories, weapons, and skills objects. Next, we created the ItemWindow() function,
which we used to control our item page. In this function, we created a scroll view. Then,
we got the current tooltip from GUIContent that we get from ItemsContainer and
checked whether there is any information or not. Next, we checked GUI.tooltip for
any stored string; if nothing is stored here, we assigned the current tooltip from our selected
items to GUI.tooltip , which showed the result that if we roll over each item, the cur-
rent information will change to the roll-overed item. On the other hand, if we roll over from
our items list, the result will show the selected item's information. Next, we get the Label
style height from the current GUI.tooltip item. Then, we created another scroll view to
show this tooltip information in the box area.
In the DoMyWindow() function, we added the INVENTORY state to show the item page
when the user clicks on the INVENTORY tab by calling the ItemWindow() function.
At last, we created the GameObject prefab that has the item script attached to it and ad-
ded it to our item page.
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