Thanks for you help. I dont know if I should go with a flat hierarchy because of the alignment of the components.
Maybe I should wait then until you fixed that issue.
And yes I already fixed the missmatch of the slots.
The bug with the wrong index also stoped some event-handling that I activate...
Ok after debugging I also regocnized that the index inside the "equipper" script is wrong for me as I droped the item into the slot.
For some reasons the item will be equiped and doesn't care that it return "false" inside the Equip-method.
I have some guessings.
You take the index of the...
Mh I think we speak about different things.
My thought was that the ItemSlotCollection which contains all equipable categories has to contain one Category-Type
for exact one ViewSlot. That was the reason I create a RingL and RingR Category.
But it seems that this is not correct like you said...
Hi @Sangemdoko
thanks for the help. I would then use your way of using the category.
I only thought that the ItemSlotCollection which has all Categories which can be equiped
have to be 1:1 matching the amount if slots in the UI.
So I cannot create two Slots with Category restriction "Ring" or...
Hi,
I should make a forum post that you do not forget that topic.
Here is my problem.
I created a category "RingL" and "RingR" and a parent Category with only "Ring". My ItemDefinitions inherit from "Ring" and I want to equip it in two slots which are based on "RingL" and "RingR". But in...
Here additional screenshots because Iam limit to 3 pictures per post....
Prefab of the Character-Window-Part:
ItemSlotSet which is used in the ItemSlotCollectionView
Main-Character:
I checked every Slot in the EqipmentItemViewSlotContainer prefab but every slot is filled correctly.
Can I...
Hi,
I already wrote my problem in discord but you said that I should open a more dateiled Forum post, so here I am ;)
My problem is that when I open my Character Window I get this issue there:
IndexOutOfRangeException: Index was outside the bounds of the array...
As I know you don't get such features out of the box (but maybe the limitation feature from demo scenes).
You should do it by your own scripts to handle with the inventory system,