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Unity Inventory System using Scriptable Objects

Code August 12, 2024
csharp

using UnityEngine;
using UnityEngine.UI;

public class InventoryUI : MonoBehaviour
{
    public Inventory inventory;
    public GameObject inventoryPanel;
    public GameObject inventorySlotPrefab;

    void Start()
    {
        RefreshInventoryUI();
    }

    public void RefreshInventoryUI()
    {
        // Clear existing UI elements
        foreach (Transform child in inventoryPanel.transform)
        {
            Destroy(child.gameObject);
        }

        // Create new UI elements
        foreach (Item item in inventory.items)
        {
            GameObject slot = Instantiate(inventorySlotPrefab, inventoryPanel.transform);
            Image iconImage = slot.transform.GetChild(0).GetComponent<Image>();
            iconImage.sprite = item.icon;

            // Add more UI logic as needed (like item count for stackable items)
        }
    }
}
  • Data Management: Scriptable objects allow you to manage item data independently from game logic, making it easier to update and maintain.
  • Reusability: You can create item templates and reuse them across different scenes and projects.
  • Performance: Scriptable objects reduce memory overhead compared to prefab-based systems since they are shared across instances.