Hi, Justin,
1. Remove ItemCollection
There are two parts to the discussion to the road to supporting many items and here is a simple one first.
Currently, we list all items in both ItemCollection and ItemsSetManagers but I think we can safely remove ItemCollection from ItemSetManager.
Here are the reasons. (please keep in mind that a released game can have 100s of items with many different categories)
I already have 100s of items with several different categories; Rifle, Shotgun, Knife, Sword, Pistol, and etc...
They all have different properties thus I inherited from ItemType for each category.
Since I have many items with different categories, I organize them in different folders.
I already have prefab for each item and I parse them to create custom ItemTypes, meaning I don't create new ItemType using the UI Tool.
So far so good. But right now, to use the item, I have to register them into ItemCollection and I don't really see much benefit doing so.
The purpose of ItemCollection is to check if an item is valid but I created them and I don't think it's really necessary to doublecheck.
The ugly part is that you have to put all of them using the Character Manager Tool and it is an unorganized list.
2. Support Item Categories.
Likewise, we need to do something about ItemSetManger to support many items.
It is a bit more complicated but I'll mention it here to have you review it.
When you have 100s of items, you can really organize them well in a single list.
ItemSetManage is used to find the next euipable item but when you have 100s of items, it seems very inefficient.
Instead of listing individual items in the ItemSetManager, listing category seems to make better sense, like AR, Knife, Shotgun, Pistol categories.
When you switch to the next time, you will switch to the next categories because that's what you really want in a normal case.
Right now, you are using Item Category means different meaning. It means more like Slot.
ItemType can have slot information, thus you can get the necessary information without using Category.
So get rid of the current Category system, and create a different category(class) system like above.
It will then adding many new times with different categories will be a lot easier.
I hope it makes sense.
#1 is something we can do it right now easily and it's a little urgent.
#2 can be done when you overhaul Item system.
Thanks.
1. Remove ItemCollection
There are two parts to the discussion to the road to supporting many items and here is a simple one first.
Currently, we list all items in both ItemCollection and ItemsSetManagers but I think we can safely remove ItemCollection from ItemSetManager.
Here are the reasons. (please keep in mind that a released game can have 100s of items with many different categories)
I already have 100s of items with several different categories; Rifle, Shotgun, Knife, Sword, Pistol, and etc...
They all have different properties thus I inherited from ItemType for each category.
Since I have many items with different categories, I organize them in different folders.
I already have prefab for each item and I parse them to create custom ItemTypes, meaning I don't create new ItemType using the UI Tool.
So far so good. But right now, to use the item, I have to register them into ItemCollection and I don't really see much benefit doing so.
The purpose of ItemCollection is to check if an item is valid but I created them and I don't think it's really necessary to doublecheck.
The ugly part is that you have to put all of them using the Character Manager Tool and it is an unorganized list.
2. Support Item Categories.
Likewise, we need to do something about ItemSetManger to support many items.
It is a bit more complicated but I'll mention it here to have you review it.
When you have 100s of items, you can really organize them well in a single list.
ItemSetManage is used to find the next euipable item but when you have 100s of items, it seems very inefficient.
Instead of listing individual items in the ItemSetManager, listing category seems to make better sense, like AR, Knife, Shotgun, Pistol categories.
When you switch to the next time, you will switch to the next categories because that's what you really want in a normal case.
Right now, you are using Item Category means different meaning. It means more like Slot.
ItemType can have slot information, thus you can get the necessary information without using Category.
So get rid of the current Category system, and create a different category(class) system like above.
It will then adding many new times with different categories will be a lot easier.
I hope it makes sense.
#1 is something we can do it right now easily and it's a little urgent.
#2 can be done when you overhaul Item system.
Thanks.
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