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[QUESTION] Is there a purpose in creating nodes for each item added to the inventory? #82

Answered by peter-kish
scriptsengineer asked this question in Q&A
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I made that design decision pretty early during development when the inspector part of the plugin still didn't exist (including the inventory editor, property editor, protoset editor etc.). Having inventory items represented as nodes made populating the inventories and editing item properties from the editor much easier.

Another reason for this design was that it just seemed like the Godot-way of doing composition, as a lot of the engine components are added as child nodes (even ones that don't inherit from Node3D or CanvasItem).

Now that editing items and inventories using special controls in the inspector is working decently, this design might not make a lot of sense any more. Reverting…

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Converted from issue

This discussion was converted from issue #81 on January 29, 2023 11:12.