USER GUIDE

USER%20GUIDE

USER%20GUIDE

USER%20GUIDE

USER%20GUIDE

USER%20GUIDE

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Q INVENTORY
SYSTEM
1.1.0

USER GUIDE

1

1 Table of Contents
About Q Inventory System
First Steps
How TO...
... Set up Inventory UIs
... Inventory Panels Controling
... Create A New Database
... Create Our First Currency

... Create Our First Attribute
... Cteate Our First Item
... Create Our First BluePrint
... Editor Settings

Assign Some References
Add Item to Game
... Drag Items into scene immediately
... Add Items to Inventory & Storage & Loot
... Add Items to Vendor
... Add Blueprints to Craft Panel
... Assign the Trigger to open these panels
... Play the Scene to See If It works

Components
... Q_Inventory
2

... Storage
... Vendor
... Crafting
... SkillBar
... Add Item
... Add Vendor Item

... Panel Trigger
... Drop Item
... Inventory Manager
... Q_UI Drag
... Q_UI Window
... Q_Simple Move
... Skill Bar Input Manager
... Tooltip
... Information
... InformationManager

Custom
... Custom Panel
... Custom Slot
... Custom Item
... Add More Panel
... Custom Tooltip
3

Other

Q INVENTORY
SYSTEM
Hawk Quan

4

2 About Q Inventory System
Q Inventory System is a useful and flexible inventory system which is mainly
designed for 2D games.
You can easily manage items, currencies, blueprints, attributes and other
inventory things with a quite convenient editor extension.

3 First Steps
3.1 Step 1 - DownLoad Q Inventory System From Asset Store.
3.2 Step 2 - Import Q Inventory System Unity Package

Before Step 3, Make sure your tags have already contained these : Inventory,
Vendor, Craft, Equipment, Storage, SkillBar (Weapon and Enemy are not necessary,
but if you want the example scene to run well, just make sure it has.)

3.3 Step 3 – Open the Example Scene and Take a look at what it
has.

5

4 How to ……
4.1 Set up Inventory UIs
There are “empty” scene and “empty” prefabs which you can drag into your game
scene immediately. (Just choose one of the following two)

4.1.1 Empty Scene
In the Empty Scene, there are only basic Q Inventory System UIs. So you can just
duplicate this scene (select it and press Ctrl and D) and change its name, then you
can move this one to wherever you want and start your new game!

4.1.2 Empty Prefabs
In this prefabs folder, all these prefabs are just base Q Inventory System UIs’
prefabs. They don’t have any Item Database, items, blueprints, attribute or currencies.
There are only basic script references and some resource references (sounds, prefabs,
etc) which are quite boring if you assign all of these by yourself.
So just drag the Q GameMaster into your scene. Then you can see it has an
Inventory Manager, an Audio Source and an InventoryCanvas. But don’t forget to
create an Event System if your scene doesn’t have one (or you can’t interact with
these panels).

4.2 Inventory Panels Controling
Up to now, your scene has already haven the basic Inventory UI just looks like the
following picture.

6

You can try playing the scene, but I only assigned two panels’ controlling keys (I
for player Inventory panel and O for equipment panel).
You can assign it by yourself. (Remember to exit the playing mode) Just find
the script on Q GameMaster / Q_InventoryManager.

And click the plus. Select a new panel (panel not its parent) and choose the key.

7

Then play the game again, see if you can control the panel you assigned. (Usually the
Craft, Vendor, Storage and Loot panels are triggered by something, so I didn’t assign
them, but things are different from different games, so do what you want)

4.3 Create A New Database to Manage Items, Blueprints Attributes,
Currencies
After the UIs, we need to create a database to store all the inventory data. So
let’s begin.

4.3.1 Create the Inventory Folders
At the top of Unity, you can find the tools, then open the Inventory Editor

Now you can see the Main Editor like this.

8

Click the “Create Database Folder” Button and select a path in your assets to place
the folders. Wait a while and then you can see the debug messages.

4.3.2 Create the Inventory DataBase
After that, click the “Create New Item Database” button and you can find a
new .asset file named ItemDataBase was created in the folder. And the Editor
Window changed as well. Now we can create items.

4.3.3 Create Our First Currency and Currency System introduction
Click the Currency Editor, you will see the label “Don’t have any Currency”, so
just click the create button, then we have our first currency, name it whatever you
want, and you can find it in the “Inventory Database/Currencies” folder. Once you
change its name in the editor, the file name is changed as well. (Attention ! ! ! Better
9

not change the .asset file directly in the folders, just editor them in the awesome
editors.)

4.3.3.1 Currency Icon
It doesn’t matter if you don’t assign an icon for a currency, cause I didn’t write
any functions about the icon, but if you assigned it, and want to use it in somewhere
in your own code, you can find the icon here.

4.3.3.2 Exchange Rate
If you created multi currencies and used them in your game, there might need
a relation between two different currencies. So that is what Exchange Rate is.
The default calculating base value is one. (Better set all the rates to integers)
For example, if I create two currencies named “Gold” and “Silver”. The former’s
rate is 10 and the latter’s rate is 1. So if I have 9 silvers, that’s 9. But if I have more
than 10 silvers like 16, it will automatically convert into one gold and 6 silvers. So
just take care of the rates when you manager the currencies.
- make sure the currency of the highest value will be in the first place. Just
like a descending order.
10

4.4 Create Our First Attribute
The same as currency, just create it.

4.4.1 Attribute Icon
Same as currency icon

4.5 Cteate Our First Item
After these, we can create an item which we can use, equip or just regard as a
material.
So, first let’s come to Item Editor and before clicking the create button, you can
choose the object type which will create item as a prefab in the item folder. (Default
choice is 2D Game Object. And actually I have already written some 3D Game Object
creating codes, but to be honest, I’m not quite familiar with 3D games in Unity and
don’t know if these codes are useful. So I decided to add them later)
11

Then you can assign the items’ information.

4.5.1 Item ID
Each item has a uniqe ID after its creating, but you can change its order with the
reorder items function (I’ll introduce it a moment later).

4.5.2 Item Icon
When you create the 2D gameobject, editor will add a Polygon Collider 2D to
the its prefab(You can choose whether add the Rigidbody 2D). And once you change
the icon, editor will remove the old Collider and add a new one to suit the new
icon. But sometimes you may think Polygon Collider 2D is not good enough, you can
find the prefab in the item folder or press the show item button and add what you
want to the game object.

12

4.5.3 Item Varity
You will have three kinds of varities to choose: Consumble, Equipment and
Material. (If you want to add more type, you can just open the Q_InventoryEnum.cs
file and there you can find all the enums)

4.5.3.1 Consumble

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-

Cool Down : float
CD All This When Use : this means once you use an item, the same items in
your Inventory and skillbar will come into CD state as well.
CD All Consumble When Use : this means once you use an item, all of the
consumble items in your Inventory and skillbar will come into CD state (CD
time is as long as the used item’s CD Time)

-

Attribute : Just click the plus and you can choose the attribute you create in
the Attribute Editor

Then you have four types to choose and set the value to what you want
-

Clip : The clip you assign here will be played when you use the item.

4.5.3.2 Equipment

-

Equipment Part : you can add more in the enum file mentioned in the Consumble.
Attribute : Same as Comsumble’s attribute, but better not set its type to restore.

14

4.5.4 GameObject Settings

-

Item Object : The prefab created when you create a new item. If your
creating type is Empty Object, this will not be added automatically. So
remember to assign its reference after you drag something to the object
and make it a gameobject.

4.5.5 Price Settings

-

-

Just remember when you click the plus, it will add all the currencies into the
list, so when you create currencies, make sure the currency of the highest
value will be the in first place. Just like a descending order.
And even if you don’t the currency with a higher value, just set its amount
as 0, don’t delete it. Just like the Gold in the picture.

4.5.6 Reorder Items

15

When you create tons of items and find the Item List becomes a big mess, just
press the “Reorder Items” Button.

Here you can drag your item to the position you want to make them in the order
you want.

But then you will find the IDs become a mess instead. Don’t worry, just press the
“Reorder ID”, and everything will be in a good order now.
16

Here you can also use as a place to look all the items with brief information.
(The plus and minus buttons’ functions are banned by me, so don’t worry if you
press them by accident.)

4.6 Create Our First BluePrint
Just create it and then you can find it in the BluePrints folder.

17

4.6.1 BulePrint Icon
If this icon is null, the craft panel will display the Product item’s icon.

4.6.2 Product
-

Product : The item you want to craft.
Product Amount : The amount you want to get after crafting successful.
Success Chance : Float.
Crating Time : Float.
CD All When Crafting : This means when you are crafting this item, you
can’t craft another item at the same time.

4.6.3 Ingredients and Prices

-

Prices : When you craft something in the a smith’s shop, you might need to
pay some service charge, not only the ingredients, and that’s it.

4.7 Editor Settings
If your Unity Editor Skin are not personal, you may find it’s hard to see the title and
highlight label with the bright background. Or just for some reason, you get tired of the
boring white title.

18

Then you can go to the editor settings and change the title color and highlight
label color to whatever you like.

(The Editor setting data is saved in the Inventory Database/Editor folder)

19

5. Assign Some References
5.1 Database and player
First of all, we need to assign some references to our scripts. Find the Inventory
Manager and drag or choose the Item Data Base and player to the script. (A trigger
is needed on player)

Did you notice the settings under the player? That’s the Item Drop Settings, I’ll talk
about it moment later.

5.2 Equipment Part
If you want your player really to wear some equipment items instead of just
changing some boring attributes’ values in the character panel. Just assign the
references in the Equipment Manager.

20

The player part is the place you want the equipment item to spawn on the player
when wear the item. (So I highly recommend you to create some empty gameobjects
as your player’s children to place the equipment items. Just like the player in the
example scene!)

21

5.3 Player Inventory Manager
First, just find the Player Inventory Manager.

5.3.1 player Attributes
This setting means the attributes you want your player to have, like health,
strength, damage, etc.
-

Current(Float): This means the attribute your character actually has. For example,
Health : 30/100, and current value is the number 30.
Min(Float): This is the lower limit of the current value.
Max(Float): This is the higher limit of the current value. For example, if you use a
health potion when your state is Health : 100 / 100, your health will not restore any
more.

5.3.2 Player Currency
This is how much money your player has, even if your player owns nothing, just
remain the currency and set their amounts to 0. The the currency order must be
in descending order as I mentioned before.
- Show Text: If you assign a text here, when you start the game, the text will
show the amount of the currency.
22

5.3.3 Attribute Show UI
Here you can assign the attribute value you want to show in your game
using a text or a slider or both.

5.4 Q_Input Manager

Here are some keys’ settings.
- Interact: open the panel and etc.
- Pick Up Item: If it’s none, the player must pick up the item on trigger enter.
Or player will pick items up when you press the key while on trigger stay.

23

6. Add Item to Game
6.1 Drag Items into scene immediately
If you want to add items to your game scene directly, just drag the item into the
scene.

6.2 Add Items to Inventory & Storage & Loot
(Better take a glance at the Q_inventory, Crafting, Vendor, Storage
components first)
Find the PlayerInventory or Storage or Loot in the InventoryCanvas. All of them
have the
Add Item components.

Click the plus and add your items here. (Items will be added at the start of playing
mode)
-

Chance(Float): This one means the chance it can be added to the inventory.
(between 0 and 1)

24

6.3 Add Items to Vendor
Just find this.

-

-

Use Default Price : If this is true, it will use the buy price you assigned in the
Item Editor, or you can set it as false and assign the prices.
Prices : Just remember to keep the order.

6.4 Add Blueprints to Craft Panel
This one is quite simple

25

6.5 Assign the Trigger to open these panels
Choose the gameobject you want and add the Panel Trigger on it.
For example, the vendor

The gameobject actually don’t need a real collider, the player trigger it by the
distance and the interact key.
-

Panel : The panel you want to open when player enter the trigger range.(Panel not
its parent !)
Open Distance : It decides the trigger range ( A sphere and its radius is this, here is
gizmos to help you assign it)
Panels Open With : This one is used, for example, when you open the vendor and
you want to open the player’s inventory as well to see if you have enough money.
Panel Appear Above : This one can make the panel opened right above the
gameobject, but sometimes right above is not good enough, so here comes the
offset.

6.6 Play the Scene to See If It works
If you haven’t write the move script for player yet, you can use the
Q_SimpleMove to simply test the scene, but remember that this move script is not
good enough to use in your game, so write your own script later.

26

7 Components
1.Q_Inventory
This one is used on playerInventory.

-

Slot Amount : Set the amount of the slot.(Better larger than the amount of
items to add)
Add Item : When in the play mode, input the id and press the button to add
items to test the inventory.

2.Storage
This one is used on Storage or Loot

-

Slot Amount : Set the amount of the slot. .(Better larger than the amount of
items to add)

-

Destroy When Clear : Destroy the panel when it’s clear, then player can’t
open it again. (often used on loot)
Add Item : When in the play mode, input the id and press the button to add
items to test the Storage or Loot.

-

3.Vendor
This one is used on the Vendor

-

Slot Amount : Set the amount of the slot. .(Better larger than the amount of
items to add)
27

4.Crafting
This one is used on the Craft

-

Slot Amount : Set the amount of the slot. .(Better larger than the amount of
items to add)
Crafting Spawning Position and Spawn Offset : The position the products
spawned when crafting successfully.
CraftingBluePrints : Add new blueprints.

5.SkillBar
This one is used on the Skillbar

-

Slot Amount : Set the amount of the slot. .(Better larger than the amount of
items to add).

6.Add Item
Used on the playerinventory, storage or loot to Add new Items.

-

Chance(Float): This one means the chance it can be added to the inventory.
(between 0 and 1)
28

7.Add Vendor Item
Used on the vendor.

-

MoveAfterPurchase : Remove the Item on the vendor After purchasing.
Use Default Price : If this is true, it will use the sell price you assigned in the
Item Editor, or you can set it false and assign the prices.
Prices : Just remember to keep the order.

8.Panel Trigger
The gameobject actually don’t need a real collider, the player trigger it by the
distance
and the interact key.

-

-

Panel : The panel you want to open when player enter the trigger
range.(Panel not its parent !)
Open Distance : It decides the trigger range ( A sphere and its radius is this
the distance, here is gizmos to help you assign it)
Panels Open With : This one is used, for example, when you open the vendor
and you want to open the player’s inventory as well to see if you have enough
money.
Panel Appear Above : This one can make the panel opened right above the
gameobject, but sometimes right above is not good enough, so here comes
the offset.

29

9.Drop Item
Used on the gameobject like monsters as loots.

-

Drop Currency : The money you want to drop.
Drop amount : The amount you want the item to drop
Drop Chance : The chance you want the item to drop

10.Inventory Manager
The script handle most of the prefabs, clips and other inventory things.

30

-

Drop Type : The way player drop items
PlayerWidth : Need to set when drop type is Drop By Thrown(To prevent
picking up item while dropping)
DropForce : Need to set when drop type is Drop By Thrown

11.Q_UI Drag
Used on the UI you want to drag around

12.Q_UI Window
Used on the panel you want to fix its position (Don’t use with panel trigger’s
panel appear above)

Just set the Fixed Spawn Position to true and drag to panel to the position you
want or just and press the Set Position button, or just input the UI position (No need
to press
button)

13.Q_Simple Move
A temporary script to control the player’s moving. (Collider 2D and Rigidbody 2D
needed)

31

14.Skill Bar Input Manager
Used on the SkillBar

-

SlotID : The slot you want the key to control
KeyName : The name of key displayed in the skillbar slot, if it is null, the text
will display the key’s name like Alpha 1 in the picture.
If you want to add more keys, you must only add keys here.

Go here to set these settings to suit the amount of the key (for example, if the key amount is
10 and cell size.x is 100, the GridList’s Width must be bigger than 1000, or some keys won’t
be displayed on the screen )

15.Tooltip
32

-

Tooltip : The gameobject of tooltip
ToolTipHoverTime : The delay time tooptip appears after you put your
mouse on the item.
Tooltip has an auto pivot adjustment to make sure itself are always in the
screen, you can have a try.

16 Information

-

HideTime : The dalay time information panel disappears after its activation.

17 InformationManager

- The reminding information when player can’t do something
33

8 Custom
Warning ! Don’t Change the Structure, Order or Name of these prefabs,
just change their position, size, source image and etc. Because I used some
transform.find(“”) and getchild(0) in the code.

8.1 Custom Panel
Just find the ui whose name contains panel like this, and change its Source Image.

8.2 Custom Slot
Find the slot you want custom in the inventoryManager

Double click on it and the prefab will be selected in the Project and then you can
change its Source Image.(The size is setted in the GridList’s component named
Content Size Fitter)

8.3 Custom Item(Not the item we create in the editor)
The same way as cumtom slot to find item, and I recommend drag the slot and
item to the scene like this. Then you can custom it very conveniently. The Num and
CD are Item’s children, so you can find it and custom them there.

34

8.4 Add More Panels
Just duplicate these things in the picture.

8.5 Custom Tooltip
To be honest, the original tooltip is really really ugly, so just design yours.
Find the Tooltip.cs file and open it and design it here

35

9 Other
If you find any bug or meet any problem or have any suggestion.
Just Contact me!
-

Email hawk_quan@163.com .

-

Twitter https://twitter.com/Hawk_Quan

-

Leave your comment in the asset store

-

YouTube for more tutorials

https://www.youtube.com/channel/UCCpifMR6O_DC--pZ4QxKOlQ?disable_polymer=true

36



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