InventorySystem | a basic drag and drop inventory system | Widget library
kandi X-RAY | InventorySystem Summary
kandi X-RAY | InventorySystem Summary
This is a concept project to build a drag and drop inventory system in unity using with unity ui components. I used Signals for listening and emitting events. Added a database editor tool to define new items.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of InventorySystem
InventorySystem Key Features
InventorySystem Examples and Code Snippets
Community Discussions
Trending Discussions on InventorySystem
QUESTION
I would like to know how I can resize automatically the following gradient frames based on the window size.
...ANSWER
Answered 2021-Oct-11 at 07:13What you want to do is somewhat complex, so might be challenging even if you weren't just learning how to use tkinter
(only exacerbated by the fact it's so poorly documented). So I've create an example of how to do it based on the code in your question.
One non-intuitive thing (to me) is that the Event
handling "callback" function for the <'Configure>'
event of a window gets called for the window itself and for all the widgets inside it — which can be very confusing if you don't realize that's what happens.
I've also changed and reformatted your code to more closely follow the PEP 8 - Style Guide for Python Code suggestions, which I strongly suggest your read and start following. Note in particular I changed your wildcard from tkinter import *
into the preferrable import tkinter as tk
— see Should wildcard import be avoided?
QUESTION
Let's image for a game, I have this scheme
Item
is what all the game's Item based off
Some Item
like Sword
implements IEquipable
Some Item
like Potion
implements IConsumable
When I am giving out a quest reward, I add an Item
to the character.
When I am listing out the character's inventory, I go through their List
of Item
. At this time, I only know I have some Item
but no longer know that the Item is Equipable
or Consumable
. Basically, the Interface is no longer known to me. What design can I do in this circumstance?
Let's be more specific.
When an Item is IConsumable
, I would like them to "stack" on top of eachother, may be give a different glow to them and a right-click action will result in consuming that item
When an Item is IEquipable
, The item will not stack inside the inventory, may be give a different glow to them and a right-click action will result in equipping that item
Should I do type-checking (If item is IEquipable then -> Do IEquipable-specific actions or access specific property). Or maybe there would be a different design altogether for this type of problem?
I am looking for answer that describe if this is not a problem or how I can avoid it if is a design problem (of needing to access to feature of more "refined" class while what we have at hand is the more generic class) - with example if possible
Update: I would argue that it makes sense for inventory to be basing off Item
. While Item provides the most basic functionality like Name
, GoldValue
or ItemIcon
.
Though properties like Durability
or Enchantments[]
can only be applied to Equipables. Let's take a look at Minecraft inventory. I would say every basic interaction are from InventorySystem
to Item
. Though it is still necessary to know what is the kind of Item
the InventorySystem
is processing? Like Bread
, what I see is that they are consumables and can stack up to 64 in one single slot
ANSWER
Answered 2021-Sep-21 at 13:08In C# you can use the is
keyword to check whether an object is an instance of a certain class/interface. Therefore you can do:
QUESTION
I'm quite new to coding, and making a game for fun, it went well until now.
I'm working on the inventorysystem right now and wanted to do an array out of inventoryslots. The problem for me right now is that i get a NullReferenceException: Object reference not set to an instance of an object error, right att the for loop. Sadly I don't see or understand my mistake. I do set det Inventoryslots in Unity and have 3 at the moment.
*Sorry if this is a stupid question i just want to learn
...ANSWER
Answered 2021-Aug-11 at 21:29Did you initialize the inventoryslots
variable?
You need to this, like you did with the item
variable in Items item = new Items();
.
QUESTION
New to coding, let alone java and javaFX. I'm not sure where I'm messing up on moving from the home window to any other one and could use some help figuring it out.
The homewindow opens fine but when trying to move to any other screen, for example AddPart it gives the error log at the bottom of the page. It does this with every single page, so I'm assuming it's something with how I'm trying to load the pages.
HomeWindowController:
...ANSWER
Answered 2020-Mar-09 at 20:40The problem here is casting Parent
to Scene
.
Node
:
For example your fxml with start like that
QUESTION
I'm trying to launch up a project in JavaFX and am pretty lost at what I'm doing wrong.
The Main
...ANSWER
Answered 2020-Mar-02 at 20:29From what I can see, your fxml contains Stage
as the root element, but you are loading the object from the FXML as an AnchorPane
.
The presence of the InvocationTargetException
means that some constructor or field or method was called on AnchorPane
, but that field/method does not exist on the object.
This is obvious because Stage
is not a descendant of AnchorPane
, so not even polymorphism can help you there; and when the FXMLLoader attempts to do something like setScene
on the AnchorPane
, this will fail.
You have two options for doing this:
- Load the entire stage from FXML
- Remove the stage declaration from FXML and just leave the root as a node.
I prefer the second option and this is also the more popular option. The first option is a bit redundant because javafx already provides you with a Stage
in the start
method, so I don't see the benefit in creating a new stage:
QUESTION
I'm pretty new to programming and have gotten some help with something that I'm working on. That said, now my project isn't recognizing that the main method is there. I've made sure several times that the run's main class is a valid route, but it still doesn't seem to recognize that the file is there. No other files recognize any imports from that package, and the package doesn't recognize any imports from other files.
The error code
...ANSWER
Answered 2020-Mar-05 at 07:11It was an obvious error on my part, I linked the whole file instead of just the package in module-info.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install InventorySystem
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page