What problem does it solve?
The inventory system unifies item management by providing templates for items (Item_Definition), per-item data (Item_Instance), and player inventories, reducing boilerplate and errors when building game UIs and logic.
Core Features & Use Cases
- Item_Definition and Item_Instance templates enable defining weapons, consumables, and resources with per-item properties and serialized data.
- Inventory containers and a player's built-in default_inventory simplify storage, transfer, and UI integration.
- Registration & Management helpers let you create definitions and instances, move items between inventories, and inspect contents.
- UI Helpers such as hotbar and inventory drawing support rapid UI construction and interaction.
- Use Case: create a new sword item, instantiate it, equip it to a player, and display it in the hotbar and inventory UI.
Quick Start
Register an item definition, create an item instance for it, and move the item into the player's default_inventory to begin using the system.