I Blame Denny’s
So this week started great. I didn’t get any work done on Saturday and Sunday, but I was ready to start the capstone grind Monday. I didn’t expect to get up at 6am hurling up last night’s dinner. To put it lightly, I was out of commission until Wednesday.
Positive Side of things: Inventory Work!
So a major amount of my work this sprint was dedicated around the inventory. I had to add the ability to drag items, to drop items to affect the environment, and to click item blurbs for when you click on items. But this really ended up being a lot of refactoring the layout of the items. That took a lot of time
Item Dragging
To get item dragging done, I tried for the longest time to get items to un-parent themself from their container, and get controlled by the mouse, and had to do a lot of complicated stuff until I realized. I could just create a copy of the object to make it look like the player is dragging an item…. Oops.
Item Blurbs
This was easy. I made a small basic UI object that was composed of two text boxes, a panel and an image. Animated it quickly, then got to work making a script that would open it up, fill it with the right information and play out the animation. This was easy to make clickable, and worked with few errors.
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