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godot_grid_inventory's Introduction

Overview

This is a resident evil or tarkov style inventory system for Godot 4.2.1.

Massive WIP.

Currently rewriting existing systems in C#

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godot_grid_inventory's Issues

Decouple the UI from the logic of the inventory system.

I want the two systems to be completely seperate. I want to be able to call a method with the grid info and it be able to draw the UI based on that. The UI should be completely configurable and a separate part of the asset.

Idea i had was just store the inventory as a dictionary

grid[x][y]["control"]
grid[x][y]["state"]
grid[x][y]["item"]
grid[x][y]["item_root"]

Implement a global event system.

Implement a global event system that handles all of the events for the inventory system. This may be split into multiple in the future. This should be a class that is autoloaded that has signals defined on it. Other classes can connect and emit to it from anywhere in the game. This makes it easy for people to integrated with. This should be well documented in the repository somewhere.

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