Comments (6)
I have been writing json files which I store in a specified folder that the user must set in the GDInv settings(Project -> Project Settings -> General -> Plugin Setting -> GDInv). The plugin loads all of the json files into the data base when run. The only 'save' is creating these json files. To create the json files I wrote a python script which I run through Terminal on Mac. Hope this helps somewhat
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@rishikiram I don't think that would work for my usage case.
I have items being add to the inventory, taken out, stacks being deleted and such.
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My current implimentation works kind of okay. Stuff like having multiple stacks of the same item doesn't work, and breaks.
There has to be a better way of storing STACKS in a file.
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I didn't wrote any kind of inventory (de)serialization code. I put it on game developer. Because everybody has own game saving system that different from one game to another.
Somebody uses scene nodes saving via to_json
, somebody make completelly own system that deals with binary data or dozens of JSONs.
If you really want I can make default implementation of JSON (de)serializing code for the item stacks.
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I added methods for (de)serializing stack and inventory data as JSONs.
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Cool.
I'll see if I can implement it soon.
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Related Issues (15)
- Enable recursive loading for json config directories.
- "func dec_in_slot" in GDInv_Inventory.gd should use STACKS.remove instead of STACKS.erase HOT 1
- Node for grid-based inventories with different item sizes.
- Crash with from_data() HOT 3
- GDInv_ItemDB and GDInv_ItemStack can't be fully loaded. HOT 3
- GDInv_ItemStack.from_data sometimes don't handle 'stackSize' properly.
- ObjectDB instances leaked at exit HOT 2
- CSV file support.
- maxStackSize exceeded causes an item to just be added to a different slot. Is this intended? HOT 1
- Missing a method to remove items by id
- GDInv_Inventory init() appends to STACKS withouth size - check
- Wrong installing HOT 2
- Unable to load the plugin HOT 1
- Inventory should extend Node HOT 2
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