How to get my specific Item index on inventory when pickup?

So I want to make some inventory system for my game, and I found some issue when collecting the item, what I want here matching the index Inventory_UI system exactly the same as currentIndex on the collected item, then display it on Inventory_UI system, let say I pickUp some item with the currentIndex = 1 so on Inventory_UI system index=1 too and so on. this happening when inventory description to so the id is same as itemIndex picked up.

so here the the script:

  • ItemManager( this for information of item ):
[System.Serializable] public class theItems {     public string Name;     public GameObject[] allCurrentPrefabs;     public int numberOfIndex;     public AudioClip[] allSound;     public string[] terjemahannya;     public string[] latinnya; }  public class _ItemManager : MonoBehaviour {     public static _ItemManager instance;      private void Awake()     {         instance = this;     }      public List<theItems> items;      [Header("SurahApa")]     public int Surah;      [Header("SoundStuff")]     public AudioSource aSource;       // Start is called before the first frame update     void Start()     {      }      // Update is called once per frame     void Update()     {      }      public void PlaySurah(int surahnya, int ayatnya)     {         aSource.clip = items[surahnya].allSurahSound[ayatnya];         aSource.Play();     } } 
  • CollectibleItem ( this attach to each item )
 public static _CollectibleAyat instance;      private void Awake()     {         instance = this;     }      public enum InteractionType     {         none, pickUp, Examine     }      public InteractionType interactType;      public int currentIndex;      public string terjemahannya;     public string latinnya;     public GameObject allCurrentPrefabs;      public UnityEvent customevent;      public void Reset()     {         GetComponent<Collider2D>().isTrigger = true;     }      public void interact()     {         switch (interactType)         {             //case InteractionType.none:             //    Debug.Log("None");             //    break;             case InteractionType.Examine:                  _InteractSystem.instance.Examine(this);                  Debug.Log("Examine");                  break;             case InteractionType.pickUp:                 // Add the object to the pickUpItems List                 // Delete the Object                  _InventorySystem.instance.PickUpItem(gameObject);                 gameObject.SetActive(false);                  Debug.Log("PickingUp");                 break;             default:                  Debug.Log("Null Item");                 break;         }          //Invoke (Call) the custom Event(s)         customevent.Invoke();     } 
  • This InventorySystem( when item pickup)
public static _InventorySystem instance;      private void Awake()     {         instance = this;     }      [Header("GeneralFields")]     public List<GameObject> items = new List<GameObject>();     public bool isOpen;     public int ayah;      [Header("UI Items Section")]     public GameObject UI_InventoryWindow;     public Image[] item_Images;      // Start is called before the first frame update     void Start()     {      }      // Update is called once per frame     void Update()     {         if (Input.GetKeyDown(KeyCode.I))         {             ToggleInventory();         }     }      public void ToggleInventory()     {         isOpen = !isOpen;         UI_InventoryWindow.SetActive(isOpen);     }      public void PickUpItem(GameObject item)     {         items.Add(item);         Update_UI();     }      public void Update_UI()     {         HideAll();          for (int i = 0; i < items.Count; i++)         {             item_Images[i].sprite = items[i].GetComponent<SpriteRenderer>().sprite;             item_Images[i].gameObject.SetActive(true);          }      }      public void HideAll()     {         foreach (var i in item_Images)         {             i.gameObject.SetActive(false);         }     }      //SampeSini     public void ShowDescription(int id)     {       }      public void HideDescription()     {      } 

note: on the ShowDescription(int id) i want to show item information what same as i picked up i have mentioned it above.

Data Schema For Stock Control / Multi Source Inventory

I’m working on a project that involves stock control with multiple stock sources and sales channels. The overall hierarchy I’ve got so far looks like this;

Sales Channels <---- Allocated Stock Sources <---- Stock Locations (warehouses) <--- Stock Sub Locations <---- Shelf / Bin Locations 

As far as rules go for how these entities relate to each other I’ve come up with this;

The system must have one or more sales channels, each sales channel must have 1 or more stock sources, a stock source must have 1 or more stock locations (warehouses / buildings / distribution centres ), a stock location may have 1 or more Bin/Shelf locations.

A product may have 1 or more stock locations, may have one or more sub locations in those stock locations and may have one or more Shelf / Bin location.

First off, is this a solved problem where some reference schema exists I could utilise and save myself some headaches?

If there isn’t a reference design for this situation, Am I best to build a 1 to Many relationship to assign stock to a sub location(s) and another 1 to Many relationship for Shelf Locations (if exists)

What advantages or disadvantages would best replicate a video game style inventory in an otherwise Modern setting?

What advantages or disadvantages would best replicate a video game style inventory in an otherwise Modern setting? I’m looking for guidance, as it seems to veer into the really expensive with cosmic advantages. Am I missing some lower key lower power possibilities?

The background is a modern setting with minor super powers which have a power level that do not exceed the level of influence on the world based on commonly available tech to a middle class family’s income base. Thus, things like guns & rifles (ranged attack powers), fireworks (explosive powers), hydraulic jacks (strength powers), man-portable tank of liquid nitrogen (freezing powers), and so forth are some examples of the limits on powers.

One of the proposed powers is an Inventory ability. Just that, nothing else. Store it, leave it, remove it. Thus, the analog tech would be a backpack or similar. Except that it is not visible or touchable by others.

Need help for integrating inventory management system with auction sites

Hi guys..

I am currently required to develop an inventory management system for used cars that posts and retrieves data from single/multiple auction sites. The inventory management system should be standalone and it can integrate with the existing auction sites like eBay etc. or for demonstration purposes, can be shown on a separate new auction site. Can you guys please help me as to where to start with this and if there are any ready-made scripts available that suit this purpose? Please help

How to handle inventory and story of a player leaving

A player left my group recently. It was mutual and not-unexpected, and during the last session the character left for an unspecified purpose.

The character (lawful-good wizard) who left had a few magic items:

  • A powerful necromantic artifact.
  • An evil necromancer’s spellbook.
  • Miscallaneous scrolls & potions

These items were not an integral part of the story, and I feel OK letting them disappear together with the character. Since the player was a little problematic, I don’t want the focus of the next sessions to deal with his charachter – I would like the spotlight to be on the players who remain.

However, It seems my players feel they are missing out on the monetary value of these items and wish to sell them to the highest bidder.

Would love some advice on how to handle the wizard’s inventory, and some generic advice on how such cases are usually handled in-game.

How to manage item locations in an inventory

I have to manage item locations and life cycle as a new requirement. I’m not familiar in warehousing/inventory/storage systems, so maybe my question is trivial.

The task:

We have original items that will be processed multiple times. In case of some processing steps the original item will be divided into multiple sub items.

As storage location we have cabinet, shelf and box. The box can store multiple items, it has rows and columns.

We have to manage not only the current position but the complete location lifecycle even after the item was sold.

Technology: Java, Spring, Hibernate, MySQL

Question: How to manage connection between item and location? I have 2 solution in my mind:

  1. Store the location attached to the item: So Item has a boxId, row and col. In this case no dedicated Location object is created.
  2. When storage boxes are registered in the system it automatically creates Location objects and the Item is associated to this Location. For example if the admin adds a new 5×5 box to the system it will create 25 Location objects in the background.

As I have no experience in this topic so I’m not sure what hidden pros and cons each solution have. Maybe there are other,better ways to solve this problem.

Inventory – how to add range of items and reduce the probability of human error?

Problem: I have an inventory that fills one purpose -> insert the same type of item (dongles) which only varies it’s serial number. Every month someone buys a box which comes with a perfect range of numbers.

enter image description here

So, a sequence usually starts like 2196 and the final number is 2396 (if 200 units are purchased).

My dev is reluctant to add any type of editing to prevent human error for two reasons:

1-it’s done 4 times a year 2-if someone has ability to delete the record it will mess up with a reference, and by doing that there is no reference, unless it’s build a history (more work) 3-the project is too big and we need to ship

I don’t agree with him because users including highly trained ones makes input mistakes. We are using a Jquery library for editing which is not a big deal to activate (I can do it myself) but it involves cost with testing and backend.

This is what I came up with but I still think that this is not ideal:

enter image description here

Right now I have this popup to insert:

What would be the best approach (cheap cost) to reduce human error input in this case?

Note: the status is changed dynamically based on when the dongle is activated. The purpose of the inventory is to record it’s first entry before it’s sold to final customer and track if it was stolen or lost.

What’s the difference between monitoring and Inventory when it comes to system?

I’m trying to make a system with those functionalities but the difference of the two is not clear to me.

EDIT: Sorry if it’s look like I didn’t researched, I’ve searched thoroughly and google feeds me different results and didn’t met my needs. I keep receiving irrelevant info. Also, I even tried searching for simpler terms like “what is Inventory”, “What is Monitoring”. Btw, Ma’am/Sir I’m trying to build a Management System with those functionalities.