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A question about creating items using scriptable objects

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So, I have the item code as follows: using UnityEngine; [CreateAssetMenu] public class Item : ScriptableObject{ public string name = "Dagger"; public Sprite sprite; public int maxQuantity = 9; public string description = "An iron dagger"; public enum ItemType { Quest, Weapon, Helmet, Armor, Boots, Usable } public ItemType itemType; public virtual void Use() { Debug.Log ("Used item"); } public virtual void OnEquip() { Debug.Log("Equiped item" + this.name); } } This code is an extended version of Unity's Adventure Game tutorial at Unite, I have created the inventory that is fully functional as I need it, however, I want to create item scripts which are deriving from my Item class and have them function just as any other item. So I want to have, for an example, a public class HealthPotion which derives from Item, and this needs to have an override Use function. How would I go about writing this code? If I just do the health potion like this: using UnityEngine public class HealthPotion : Item { public override void Use() { Debug.Log("Do something"); } } Then, it probably won't work for reasons I don't know.

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