Inventory screen!
Hey!!
I've been tinkering away with building this inventory screen, it was pretty complicated as Unity doesn't support GIFs out of the box, and I wanted it to download the images only for the ones you own, so I don't have to keep patching in the new items every time.
This was a bit of a journey! It downloads them and brings them up from local storage if they are already downloaded, but it will load them all up every time you enter the inventory screen. I had it working where the images were loaded much faster, but the program goes into a 'not responding' state as it thinks too hard and overloads the thread, the way it is set up currently it does them one at a time slowly and just gets it done --- I like it this way since you can still navigate away once it's started to load.
Since we are decoding the gifs and playing them back, the system is basically breaking them apart into individual frames, and since we have tons of frames and if you have lots of items, your RAM usage might get incredibly high during the loading of that screen currently. This situation may not scale well as we keep adding items, so I might even make a toggle switch for different approaches of how the inventory screen loads or behaves, but for people with just a few items it's not a big deal, and when you navigate away from that page, it unloads all the memory so I think it's better that we don't have the images preloaded if it's that nuts on the memory already.
I will make pages with the details and tools of the items and I still need to do the tooltips, but lets just see how this goes so far!

I've been tinkering away with building this inventory screen, it was pretty complicated as Unity doesn't support GIFs out of the box, and I wanted it to download the images only for the ones you own, so I don't have to keep patching in the new items every time.
This was a bit of a journey! It downloads them and brings them up from local storage if they are already downloaded, but it will load them all up every time you enter the inventory screen. I had it working where the images were loaded much faster, but the program goes into a 'not responding' state as it thinks too hard and overloads the thread, the way it is set up currently it does them one at a time slowly and just gets it done --- I like it this way since you can still navigate away once it's started to load.
Since we are decoding the gifs and playing them back, the system is basically breaking them apart into individual frames, and since we have tons of frames and if you have lots of items, your RAM usage might get incredibly high during the loading of that screen currently. This situation may not scale well as we keep adding items, so I might even make a toggle switch for different approaches of how the inventory screen loads or behaves, but for people with just a few items it's not a big deal, and when you navigate away from that page, it unloads all the memory so I think it's better that we don't have the images preloaded if it's that nuts on the memory already.
I will make pages with the details and tools of the items and I still need to do the tooltips, but lets just see how this goes so far!
