Author Topic: Inventory: Store implementation  (Read 4511 times)

n8

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Inventory: Store implementation
« on: June 26, 2012, 04:43:42 PM »
Hello,

I have started down the path of using the inventory system included with NGUI (Orc example).  I have started tweaking it a bit to tailor it to my setup and have a very basic implantation working.  My end goal is to create a store that is populated with these inventory items.  When an item has been purchased it will marked as so ( I will need to add a data point to inv base item), and then that item will show up in player's inventory at a later time.  I also have several playable vehicles that will be having these items applied to. My goal is to have one global "backpack" that contains all of the items a player has purchased, and then have slots on each of the vehicles, so that the player can assign the item to that vehicle.  I am sure that this setup is possible, but could someone point me in the right direction? do I need mulitple item databases (one store and one player purchased)? Multiple Item storage (one for player purchased, one for each vehicle)?

Either way I am assuming that I will need to write my own scripts to read from the database and then create the items first in the store window, then in the player's purchased storage area, and then individual vehicle storage?

Thanks in advance for any help or direction!

ArenMook

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Re: Inventory: Store implementation
« Reply #1 on: June 26, 2012, 05:05:48 PM »
The inventory system is just bonus content. It's not exactly NGUI-related. :)