This section shows, how the ItemSystem is coded. You get information about code structure and class inheritance. This is the first place to look at when you are planning to extend the system.
The ItemContainerTrigger component can be used to open an ItemContainer. It will add items defined in the list to the container window. Optionally you can clear the container before adding items, generate random item properties or animate the trigger game object.
The components can be attached to a game object through the unity toolbar.
By default there are three item types availible. If you wish to create a custom item type you should extend from one of the item types above. This will make your item type work with the built in database and editor. All items are stored in a database. Loading an item from the database and changing it’s properties will change them permanently. Use Instantiate to clone an item, that you can modify at runtime.
Each UsableItem has an action list, that will be executed when the item is used. You can setup the action list in the ItemEditor. To create a custom action, extend from BehaviourAction and override the Execute(Item item) method. BehaviourActions are assets and not binded to the scene!