Creating a Rogue-like (like Vampire Survivors) in Unity — Part 20: Upgrading the Inventory UI

This article is a part of the series:
Creating a Rogue-like Shoot 'Em Up (like Vampire Survivors) in Unity

So, in Part 19, we overhauled the level-up screen so that it became modular, and made it responsive as well, so that it would display properly in different screen resolutions. In Part 20, we will do the same thing for our inventory slots.

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There are 1 comments:

  1. Hi,
    I’ve seen a minor issues in the past with the guides that I could kind of figure out and get by, but I’m a bit more confused that usual this time.
    For 3C: Updating all your Weapon and Passive classes, the LightningRingWeapon and WhipWeapon scripts suddenly seem to have “data.baseStats” used, instead of “currentStats.” With the instructions to cast them to WeaponData, I went back to check where this change occurred and I couldn’t find it in any of the last seven or eight chapters since the scripts themselves were created in chapter 16.
    Was there some change not listed in the previous chapters, did I just miss something, or is it meant to be “currentStats” like it was originally.
    Kind Regards,
    Sean

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