Hi, Justin,
I'm trying to understand the item system and I have a couple of questions. I'm not sure if UCC is designed from the beginning that it can be extended to support many items but it doesn't seem so. Or maybe I don't quite understand how to structure the items so that I can add many items. When I mean many, it means few hundreds to thousands.
1. First of all, to create an item, you will need to create ItemType for each unique item. Is this correct?
If so, it's probably not a good name since it's more like an ItemID. We of course, will need unique ID but we need more than that. From the name, I thought it was more like item classes and under an each type you create multiple items. Anyway having just an ID is not good enough to tell what kind of item it really is.
We will need more categories of classes to be able to tell what the item is without setting many properties at the individual level (categorizations). For guns, we usually have several Main Classes. Primary, Secondary, Melee, Support. And under the Main Class, we also have SubClasses. For Primary Class, we have, AssaultRifle, Shotgun, SMG, MG, SniperRifle and so on. And finally, we add weapons to each SubClasses. When you have 100s of items, you need to group them and having a group can be useful(sometimes necessary). You can give specific information to each group, such as ammos, animations, instead of setting them to individual items. It helps to reduce errors and make the management easier.
2. And it also looks like I have to create Items and add into the scene in order for me to use it in the game. Is this correct?
I may have 1000s of items in the finished game and the most of them doesn't need be loaded. Instead of having listed in the scene, will you support dynamic loading of items from the Assets in the future?
Anyway, UCC Item related stuff is bit confusing and hard to grasp at first. Some classes named item that are not really items and ItemType is really an ItemID, and there ItemSet I didn't quite understand. It seems like you have to enter ItemType(again, why are you enter ItemType here? Shouldn't it be ItemClass? If it is a specific ItemType, do we have to enter all of the items in the game in order for it to work)
I hope things get clearer as I learn more but I wanted to make it clear that we are on the same page.
Thanks a lot for your help.
-chris
I'm trying to understand the item system and I have a couple of questions. I'm not sure if UCC is designed from the beginning that it can be extended to support many items but it doesn't seem so. Or maybe I don't quite understand how to structure the items so that I can add many items. When I mean many, it means few hundreds to thousands.
1. First of all, to create an item, you will need to create ItemType for each unique item. Is this correct?
If so, it's probably not a good name since it's more like an ItemID. We of course, will need unique ID but we need more than that. From the name, I thought it was more like item classes and under an each type you create multiple items. Anyway having just an ID is not good enough to tell what kind of item it really is.
We will need more categories of classes to be able to tell what the item is without setting many properties at the individual level (categorizations). For guns, we usually have several Main Classes. Primary, Secondary, Melee, Support. And under the Main Class, we also have SubClasses. For Primary Class, we have, AssaultRifle, Shotgun, SMG, MG, SniperRifle and so on. And finally, we add weapons to each SubClasses. When you have 100s of items, you need to group them and having a group can be useful(sometimes necessary). You can give specific information to each group, such as ammos, animations, instead of setting them to individual items. It helps to reduce errors and make the management easier.
2. And it also looks like I have to create Items and add into the scene in order for me to use it in the game. Is this correct?
I may have 1000s of items in the finished game and the most of them doesn't need be loaded. Instead of having listed in the scene, will you support dynamic loading of items from the Assets in the future?
Anyway, UCC Item related stuff is bit confusing and hard to grasp at first. Some classes named item that are not really items and ItemType is really an ItemID, and there ItemSet I didn't quite understand. It seems like you have to enter ItemType(again, why are you enter ItemType here? Shouldn't it be ItemClass? If it is a specific ItemType, do we have to enter all of the items in the game in order for it to work)
I hope things get clearer as I learn more but I wanted to make it clear that we are on the same page.
Thanks a lot for your help.
-chris