Replies: 7 comments 1 reply
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This is because my plugin already has a class called Inventory, you must have a specific name different from this in your project, godot intends to work with namespaces in the future, but it is not yet possible to have two classes with the same name in the project. |
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Oh, I think I might understand. So I don't think I'm setting this up right.
Is there a tutorial anywhere on how to implement this for people who barely
know what they are doing like me?
…On Sun, Mar 23, 2025, 4:34 PM Rafael Correa ***@***.***> wrote:
This is because my plugin already has a class called Inventory, you must
have a specific name different from this in your project, godot intends to
work with namespaces in the future, but it is not yet possible to have two
classes with the same name in the project.
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(expressobits/inventory-system#186)
<#186 (comment)>
This is because my plugin already has a class called Inventory, you must
have a specific name different from this in your project, godot intends to
work with namespaces in the future, but it is not yet possible to have two
classes with the same name in the project.
—
Reply to this email directly, view it on GitHub
<#186 (comment)>,
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In the addon there is a folder called demo, check the script called character-inventory-system it has everything you need to integrate the inventory system into your project, including the connection with UI, which I realized is your need as I saw above. |
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Ok. I'll try that. I might check back in if it doesn't work.
Thank you.
…On Sun, Mar 23, 2025, 7:02 PM Rafael Correa ***@***.***> wrote:
In the addon there is a folder called demo, check the script called
character-inventory-system it has everything you need to integrate the
inventory system into your project, including the connection with UI, which
I realized is your need as I saw above.
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(expressobits/inventory-system#186)
<#186 (comment)>
In the addon there is a folder called demo, check the script called
character-inventory-system it has everything you need to integrate the
inventory system into your project, including the connection with UI, which
I realized is your need as I saw above.
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Hi,
So I might be getting annoying, sorry, but I imported the
CharacterInventorySystem node and when I press the keys it unlocks and
locks the mouse accordingly, but no UI pops up (Probably since I haven't
added any) so I looked around and tried adding the 'Ui' node from the
example and it seemed to do nothing but make my game's pause menu quit
working. If you don't mind where can I start for adding the UI for my
inventory? Sorry if this is supposed to be obvious and sounds dumb.
Thanks.
…On Sun, Mar 23, 2025, 7:12 PM E. Keiffer ***@***.***> wrote:
Ok. I'll try that. I might check back in if it doesn't work.
Thank you.
On Sun, Mar 23, 2025, 7:02 PM Rafael Correa ***@***.***>
wrote:
> In the addon there is a folder called demo, check the script called
> character-inventory-system it has everything you need to integrate the
> inventory system into your project, including the connection with UI, which
> I realized is your need as I saw above.
>
> —
> Reply to this email directly, view it on GitHub
> <#186 (comment)>,
> or unsubscribe
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> .
> You are receiving this because you authored the thread.Message ID:
> ***@***.***>
> [image: scriptsengineer]*scriptsengineer* left a comment
> (expressobits/inventory-system#186)
> <#186 (comment)>
>
> In the addon there is a folder called demo, check the script called
> character-inventory-system it has everything you need to integrate the
> inventory system into your project, including the connection with UI, which
> I realized is your need as I saw above.
>
> —
> Reply to this email directly, view it on GitHub
> <#186 (comment)>,
> or unsubscribe
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This is because you need to connect the two in the example it is done in FPSDemo.gd (The root node of the entire example) demonstrating that this must be done in a node that configures and connects the two without affecting your UI and your character for example. class_name FPSDemo
extends Node
@export var database : InventoryDatabase
var main_inventory : Inventory
func _ready():
$"UI/Inventory System UI".setup($"Player/CharacterInventorySystem") |
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I moved this topic to discussion because it is not an issue. |
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Hi,
I'm essentially a Godot newbie who is trying to use this plugin in a game I am attempting to make. (The game is 3d first person if this helps anything) I attempted to reverse engineer the example given in this plugin to evaluate how to implement it and essentially copied and pasted a block of code into my game from it to use it, and it keeps throwing the error listed in the main title and in the screenshot. I don't know how to move forward, some advice would be much appreciated, and if I'm not doing this right, some instruction on how to would be very much appreciated.
Thanks.
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