Add chest saving manager system for user items
This commit is contained in:
parent
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commit
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@ -48,15 +48,19 @@
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</PropertyGroup>
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<ItemGroup>
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<Compile Include="Assets\Scripts\RespawnScript.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SaveChest\SaveChestSystem.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SceneTaskManager.cs" />
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<Compile Include="Assets\Scripts\SettingsButton.cs" />
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<Compile Include="Assets\Scripts\UI\ISlot.cs" />
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<Compile Include="Assets\Scripts\Enemies' Scprits\Enemy.cs" />
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<Compile Include="Assets\Scripts\Objects\GoldOre.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SaveChest\ChestPrefarbAsset.cs" />
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<Compile Include="Assets\closePossibleButtonInfo.cs" />
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<Compile Include="Assets\BreakOre.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SceneChestManager.cs" />
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<Compile Include="Assets\Scripts\Inventory\InventorySlot.cs" />
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<Compile Include="Assets\Scripts\Task\TaskPanelController.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SaveChest\ChestPrefarbAssetData.cs" />
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<Compile Include="Assets\Scripts\Task\TaskManager.cs" />
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<Compile Include="Assets\Scripts\QuitGame.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SaveItem\EquippableItemData\EquippableItemData.cs" />
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@ -64,6 +68,7 @@
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<Compile Include="Assets\Scripts\Knockback.cs" />
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<Compile Include="Assets\Scripts\Inventory\InventoryManager.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SaveTask\SaveQuestSystem.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SaveInventory\SaveInventorySystem.cs" />
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<Compile Include="Assets\Scripts\Dialogue.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SaveItem\ItemData\ItemData.cs" />
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<Compile Include="Assets\Scripts\Item\ItemSlot.cs" />
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@ -101,6 +106,7 @@
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<Compile Include="Assets\Scripts\DoorBehaviour.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SaveItem\EquippableItemPrefarbAsset.cs" />
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<Compile Include="Assets\Scripts\Enemies' Scprits\PatrollingEnemy.cs" />
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<Compile Include="Assets\Scripts\SceneManager\SceneInventoryManager.cs" />
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<Compile Include="Assets\Scripts\Chest\ChestPanelController.cs" />
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<Compile Include="Assets\Scripts\Inventory\InventoryPanelController.cs" />
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<Compile Include="Assets\TakingDamage.cs" />
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8
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8
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value: chests_54
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objectReference: {fileID: 0}
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|
@ -80,4 +80,37 @@ public class ChestController : BaseWarehouseController
|
||||
// WARNING
|
||||
// DANGER - functon override position which may be not free
|
||||
|
||||
///<summary>
|
||||
/// Function for placed item in inventory on SPECYFIC position
|
||||
/// Used by SceneInventoryManager for load saved items on their positions
|
||||
///</summary>
|
||||
|
||||
// WHAT WITH FUNCTION - setupItemOnPosition() - ???
|
||||
public void SetupItemInChest(int key, EquippableItem pickable)
|
||||
{
|
||||
this._items[key] = pickable;
|
||||
}
|
||||
|
||||
public override void SetItemOnPosition(int _keyPosition, Item _item)
|
||||
{
|
||||
// Drag setup first end second object on the same panel - should only one - this wwere dropped item
|
||||
// Becouse of this source slot from other panel is settuping in dropped panel too - list get empty item and it cause errors
|
||||
if(_item != null)
|
||||
{
|
||||
this._items[_keyPosition] = _item;
|
||||
Debug.Log("Put item on chest"+_item.name);
|
||||
// Inform Map Chests manager about update - update list to be compliant with the local list
|
||||
SceneChestManager.Instance.AddItemToChest(gameObject.name, _keyPosition, (EquippableItem)_item);
|
||||
}
|
||||
// if we assign null its removed later in EndDrag method
|
||||
}
|
||||
|
||||
public override void RemoveItemFromPosition(int _keyPosition)
|
||||
{
|
||||
base.RemoveItemFromPosition(_keyPosition);
|
||||
Debug.Log("Pick up item from chest");
|
||||
|
||||
// Inform Map Chests manager about update - update list to be compliant with the local list
|
||||
SceneChestManager.Instance.RemoveItemFromChest(gameObject.name, _keyPosition);
|
||||
}
|
||||
}
|
||||
|
@ -33,4 +33,9 @@ public class SaveController : MonoBehaviour
|
||||
{
|
||||
SceneInventoryManager.Instance.SaveInventoryItems();
|
||||
}
|
||||
|
||||
public void SaveChests()
|
||||
{
|
||||
SceneChestManager.Instance.SaveChests();
|
||||
}
|
||||
}
|
||||
|
8
Assets/Scripts/SceneManager/SaveChest.meta
Normal file
8
Assets/Scripts/SceneManager/SaveChest.meta
Normal file
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
|
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guid: 5edd9215206d6134ca9e51265abeb679
|
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folderAsset: yes
|
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DefaultImporter:
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externalObjects: {}
|
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userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
|
8
Assets/Scripts/SceneManager/SaveChest/ChestData.meta
Normal file
8
Assets/Scripts/SceneManager/SaveChest/ChestData.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a10cc331a77b9af4aad20839724f2370
|
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folderAsset: yes
|
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DefaultImporter:
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externalObjects: {}
|
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userData:
|
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assetBundleName:
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assetBundleVariant:
|
26
Assets/Scripts/SceneManager/SaveChest/ChestPrefarbAsset.cs
Normal file
26
Assets/Scripts/SceneManager/SaveChest/ChestPrefarbAsset.cs
Normal file
@ -0,0 +1,26 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class ChestPrefarbAsset
|
||||
{
|
||||
[SerializeField]
|
||||
public string name;
|
||||
[SerializeField]
|
||||
public string prefarbAssetName;
|
||||
[SerializeField]
|
||||
public Vector3 position;
|
||||
[SerializeField]
|
||||
public Dictionary<int, EquippableItemPrefarbAsset> content = new Dictionary<int, EquippableItemPrefarbAsset>();
|
||||
|
||||
public ChestPrefarbAsset() {}
|
||||
|
||||
public ChestPrefarbAsset(string _name, string _prefarbAssetName, Vector3 _position, Dictionary<int, EquippableItemPrefarbAsset> _content)
|
||||
{
|
||||
name = _name;
|
||||
prefarbAssetName = _prefarbAssetName;
|
||||
position = _position;
|
||||
content = _content;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
|
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guid: b770806e2f537ac4ab266a6629ae2fd2
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MonoImporter:
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externalObjects: {}
|
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serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
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assetBundleVariant:
|
@ -0,0 +1,54 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.Linq;
|
||||
|
||||
[System.Serializable]
|
||||
public class ChestPrefarbAssetData
|
||||
{
|
||||
public string name;
|
||||
|
||||
public string prefarbAssetName;
|
||||
|
||||
public float[] position;
|
||||
|
||||
public Dictionary<int, EquippableItemPrefarbAssetData> content = new Dictionary<int, EquippableItemPrefarbAssetData>();
|
||||
|
||||
public ChestPrefarbAssetData(ChestPrefarbAsset chestPrefarbAsset)
|
||||
{
|
||||
name = chestPrefarbAsset.name;
|
||||
prefarbAssetName = chestPrefarbAsset.prefarbAssetName;
|
||||
|
||||
position = new float[3];
|
||||
position[0] = chestPrefarbAsset.position.x;
|
||||
position[1] = chestPrefarbAsset.position.y;
|
||||
position[2] = chestPrefarbAsset.position.z;
|
||||
|
||||
Debug.Log("ChestPrefarbAsset to ChestPrefarbAssetData - " + chestPrefarbAsset.name);
|
||||
foreach(KeyValuePair<int, EquippableItemPrefarbAsset> itemEntry in chestPrefarbAsset.content)
|
||||
{
|
||||
Debug.Log("Slot nr " + itemEntry.Key);
|
||||
this.content[itemEntry.Key] = this.EquippableItemPrefarbAssetToData(itemEntry.Value);
|
||||
}
|
||||
}
|
||||
|
||||
public EquippableItemPrefarbAssetData EquippableItemPrefarbAssetToData(EquippableItemPrefarbAsset equippableItemPrefarbAsset)
|
||||
{
|
||||
return new EquippableItemPrefarbAssetData(equippableItemPrefarbAsset);
|
||||
}
|
||||
|
||||
public ChestPrefarbAsset MapDataToChestPrefarbAsset()
|
||||
{
|
||||
ChestPrefarbAsset chestPrefarbAsset = new ChestPrefarbAsset();
|
||||
chestPrefarbAsset.name = this.name;
|
||||
chestPrefarbAsset.prefarbAssetName = this.prefarbAssetName;
|
||||
chestPrefarbAsset.position = new Vector3(this.position[0], this.position[1], this.position[2]);
|
||||
|
||||
foreach(KeyValuePair<int, EquippableItemPrefarbAssetData> equippableItemPrefarbAssetDataEntry in this.content)
|
||||
{
|
||||
chestPrefarbAsset.content[equippableItemPrefarbAssetDataEntry.Key] = equippableItemPrefarbAssetDataEntry.Value.MapDataToEquippableItemPrefarbAsset();
|
||||
}
|
||||
|
||||
return chestPrefarbAsset;
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: 9a58ed5e0b9d76143be15d0f7a9d67ce
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||||
MonoImporter:
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externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
105
Assets/Scripts/SceneManager/SaveChest/SaveChestSystem.cs
Normal file
105
Assets/Scripts/SceneManager/SaveChest/SaveChestSystem.cs
Normal file
@ -0,0 +1,105 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System.IO;
|
||||
using System.Runtime.Serialization.Formatters.Binary;
|
||||
|
||||
public static class SaveChestSystem
|
||||
{
|
||||
private static string map;
|
||||
|
||||
public static void SaveChest(ChestPrefarbAsset chestPrefarbAsset, string ElementFolderName)
|
||||
{
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
// todo: add in scene name folder
|
||||
string path = SaveSystem.GetSavePath(ElementFolderName);
|
||||
Debug.Log(path);
|
||||
if (!Directory.Exists(path))
|
||||
Directory.CreateDirectory(path);
|
||||
|
||||
path += "/" + chestPrefarbAsset.name + ".fun";
|
||||
|
||||
FileStream stream = new FileStream(path, FileMode.Create);
|
||||
|
||||
ChestPrefarbAssetData chestData = new ChestPrefarbAssetData(chestPrefarbAsset);
|
||||
|
||||
formatter.Serialize(stream, chestData);
|
||||
stream.Close();
|
||||
}
|
||||
|
||||
public static void SaveChestsList(List<ChestPrefarbAsset> chestPrefarbAssetList, string _path, string ElementName)
|
||||
{
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
// todo: add in scene name folder
|
||||
string path = SaveSystem.GetSavePath(_path);
|
||||
Debug.Log("Saved Chest at " + path);
|
||||
if (!Directory.Exists(path))
|
||||
Directory.CreateDirectory(path);
|
||||
|
||||
path += "/" + ElementName + ".fun";
|
||||
|
||||
FileStream stream = new FileStream(path, FileMode.Create);
|
||||
|
||||
List<ChestPrefarbAssetData> chestsListData = new List<ChestPrefarbAssetData>();
|
||||
|
||||
Debug.Log("---- Save Chest");
|
||||
|
||||
foreach(ChestPrefarbAsset chest in chestPrefarbAssetList)
|
||||
{
|
||||
Debug.Log(chest.name);
|
||||
Debug.Log(chest.content.Count);
|
||||
foreach(KeyValuePair<int, EquippableItemPrefarbAsset> equippableItemPrefarbAsset in chest.content)
|
||||
{
|
||||
Debug.Log("item on position " + equippableItemPrefarbAsset.Key + " " + equippableItemPrefarbAsset.Value.equippableItem.name);
|
||||
}
|
||||
chestsListData.Add(new ChestPrefarbAssetData(chest));
|
||||
}
|
||||
|
||||
formatter.Serialize(stream, chestsListData);
|
||||
stream.Close();
|
||||
}
|
||||
|
||||
private static void Save()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public static ChestPrefarbAssetData LoadChest(string chestName, string ElementFolderName)
|
||||
{
|
||||
string path = SaveSystem.GetSavePath(ElementFolderName) + "/" + chestName;// + ".fun";
|
||||
|
||||
if(File.Exists(path))
|
||||
{
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
FileStream stream = new FileStream(path, FileMode.Open);
|
||||
|
||||
ChestPrefarbAssetData chestData = formatter.Deserialize(stream) as ChestPrefarbAssetData;
|
||||
stream.Close();
|
||||
|
||||
return chestData;
|
||||
} else {
|
||||
Debug.Log("Save file not found in " + path);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public static List<ChestPrefarbAssetData> LoadChestsList(string _path, string ElementName)
|
||||
{
|
||||
string path = SaveSystem.GetSavePath(_path) + "/" + ElementName + ".fun";
|
||||
|
||||
if(File.Exists(path))
|
||||
{
|
||||
|
||||
BinaryFormatter formatter = new BinaryFormatter();
|
||||
FileStream stream = new FileStream(path, FileMode.Open);
|
||||
|
||||
List<ChestPrefarbAssetData> chestsListData = formatter.Deserialize(stream) as List<ChestPrefarbAssetData>;
|
||||
stream.Close();
|
||||
|
||||
return chestsListData;
|
||||
} else {
|
||||
Debug.Log("Save file not found in " + path);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b3dae3c259ff42a4d8ee3f1d82fb02c5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,6 +1,7 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
[System.Serializable]
|
||||
public class EquippableItemPrefarbAsset
|
||||
@ -12,7 +13,7 @@ public class EquippableItemPrefarbAsset
|
||||
[SerializeField]
|
||||
public Vector3 position;
|
||||
[SerializeField]
|
||||
public EquippableItem equippableItem;
|
||||
public EquippableItem equippableItem = null;
|
||||
|
||||
public EquippableItemPrefarbAsset() { }
|
||||
|
||||
@ -23,5 +24,25 @@ public class EquippableItemPrefarbAsset
|
||||
position = _position;
|
||||
equippableItem = _equippableItem;
|
||||
}
|
||||
|
||||
public EquippableItemPrefarbAsset(string _name, string _prefarbAssetName, Vector3 _position, string _equippableItemName)
|
||||
{
|
||||
name = _name; // builded object local name (setuped e.g. by admin)
|
||||
prefarbAssetName = _prefarbAssetName; // builded object name in Assets/
|
||||
position = _position;
|
||||
|
||||
string[] assetNames = AssetDatabase.FindAssets("t:EquippableItem", new[] { "Assets/Items/" });
|
||||
foreach (string SOName in assetNames)
|
||||
{
|
||||
var SOpath = AssetDatabase.GUIDToAssetPath(SOName);
|
||||
|
||||
if(SOpath.Contains(_equippableItemName + ".asset"))
|
||||
{
|
||||
// 3.2 set EquippableItem object
|
||||
equippableItem = AssetDatabase.LoadAssetAtPath<EquippableItem>(SOpath);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
273
Assets/Scripts/SceneManager/SceneChestManager.cs
Normal file
273
Assets/Scripts/SceneManager/SceneChestManager.cs
Normal file
@ -0,0 +1,273 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityEngine.SceneManagement;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
|
||||
// only for eqipptable items
|
||||
public class SceneChestManager : MonoBehaviour
|
||||
{
|
||||
private const string GameObjectLocalization = "Assets/Items/Chest/"; // for prefarb
|
||||
|
||||
private const string AssetLocalization = "Assets/Items/"; // for Equitabble asset
|
||||
|
||||
//private const string DYNAMIC_ELEMENT = "/DynamicElements/";
|
||||
private const string STATIC_ELEMENT = "/StaticElements/";
|
||||
|
||||
// content skrzyni (docelowo skrzynia + jej content)
|
||||
|
||||
/// <Summary>
|
||||
/// Handle manually setuped object properties
|
||||
/// eg. npc, minions, chest content
|
||||
/// </Summary>
|
||||
[SerializeField]
|
||||
public List<ChestPrefarbAsset> StaticElements;
|
||||
|
||||
/// <Summary>
|
||||
/// Handle dynamic object properties
|
||||
/// eg. dropped items
|
||||
/// </Summary>
|
||||
// PrefarbAsset
|
||||
[SerializeField]
|
||||
public List<ChestPrefarbAsset> DynamicElements;
|
||||
|
||||
public bool isNewGame = true;
|
||||
public bool isContinued = false;
|
||||
public string MapName;
|
||||
public string ElementFolderName = "Chest";
|
||||
public string ItemsListName = "ChestList";
|
||||
|
||||
public static SceneChestManager Instance;
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
if(Instance == null)
|
||||
{
|
||||
this.MapName = SceneManager.GetActiveScene().name;
|
||||
|
||||
if(isNewGame) // in new game dynamicItemsList is defaulty empty
|
||||
{
|
||||
//BuildChests(StaticElements);
|
||||
|
||||
}else if(isContinued)
|
||||
{
|
||||
//LoadChests();
|
||||
|
||||
//BuildChests(DynamicElements);
|
||||
}
|
||||
|
||||
Instance = this;
|
||||
|
||||
|
||||
}else if (Instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void Start()
|
||||
{
|
||||
// EXAMPLE HOW TO ADD ELEMENTS TO CHEST
|
||||
//
|
||||
// this.StaticElements.Add(
|
||||
// new ChestPrefarbAsset("test chest", "Wooden Chest", new Vector3(0, 0, 0),
|
||||
// new Dictionary<int, EquippableItemPrefarbAsset>{
|
||||
// {1, new EquippableItemPrefarbAsset("Pickaxe test", "Pickaxe", new Vector3(0,0,0), "Pickaxe")},
|
||||
// {4, new EquippableItemPrefarbAsset("Gold ore test", "Gold Ore", new Vector3(0,0,0), "Gold Ore")},
|
||||
// })
|
||||
// );
|
||||
|
||||
LoadChests();
|
||||
BuildChests(StaticElements);
|
||||
|
||||
}
|
||||
|
||||
public int AddItemToChest(string chestName, int keyPosition, EquippableItem addedItem){
|
||||
|
||||
// 1. Find Chest in List and update value
|
||||
this.StaticElements.Where(chestPrefarbAsset => chestPrefarbAsset.name == chestName).ToList().ForEach(chest => {
|
||||
chest.content[keyPosition] = new EquippableItemPrefarbAsset(addedItem.name, addedItem.name, new Vector3(0,0,0), addedItem);
|
||||
Debug.Log("Added element " + addedItem.name + " to chest (" + chestName + ")");
|
||||
});
|
||||
|
||||
return keyPosition;
|
||||
}
|
||||
|
||||
public void RemoveItemFromChest(string chestName, int keyPosition)
|
||||
{
|
||||
// 1. Find Chest in List - baically ther should be one chest with this name but who know :D
|
||||
this.StaticElements.Where(chestPrefarbAsset => chestPrefarbAsset.name == chestName).ToList().ForEach(chest => {
|
||||
chest.content.Remove(keyPosition);
|
||||
Debug.Log("Removed element on position -" + keyPosition + " - from chest (" + chestName + ")");
|
||||
});
|
||||
}
|
||||
|
||||
// public void RemoveDynamicEquippableItem(EquippableItemPrefarbAsset equippableItemPrefarbAsset)
|
||||
// {
|
||||
// }
|
||||
|
||||
public void BuildChests(List<ChestPrefarbAsset> chestPrefarbAssetList)
|
||||
{
|
||||
foreach(ChestPrefarbAsset chestPrefarbAsset in chestPrefarbAssetList)
|
||||
{
|
||||
|
||||
GameObject newChestObject = (GameObject)AssetDatabase.LoadAssetAtPath(GameObjectLocalization + chestPrefarbAsset.prefarbAssetName + ".prefab", typeof(GameObject));
|
||||
|
||||
if(!newChestObject)
|
||||
{
|
||||
Debug.Log("Can't find prefarb by name " + chestPrefarbAsset.prefarbAssetName);
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
|
||||
|
||||
if(globalGUI)
|
||||
{
|
||||
// 1. Create gameObject by handled prefarb
|
||||
// 2. SetUp
|
||||
// 2.1 Set position
|
||||
GameObject chest = Instantiate(newChestObject, chestPrefarbAsset.position, Quaternion.identity, globalGUI.transform);
|
||||
|
||||
// 2.2 Set name
|
||||
chest.name = chestPrefarbAsset.name;
|
||||
|
||||
//chest.transform.SetParent(globalGUI.transform);
|
||||
// 2.3 Set pransform
|
||||
chest.transform.localScale = new Vector3(0.5f, 0.5f, 1);
|
||||
|
||||
// 3. SetUp EqippableItems list
|
||||
Dictionary<int, EquippableItemPrefarbAsset> itemsOfChestList = chestPrefarbAsset.content;
|
||||
|
||||
string[] assetNames = AssetDatabase.FindAssets("t:EquippableItem", new[] { AssetLocalization });
|
||||
|
||||
foreach(KeyValuePair<int, EquippableItemPrefarbAsset> itemsOfChestEntry in itemsOfChestList)
|
||||
{
|
||||
// 3.1 find object
|
||||
foreach (string SOName in assetNames)
|
||||
{
|
||||
var SOpath = AssetDatabase.GUIDToAssetPath(SOName);
|
||||
|
||||
if(SOpath.Contains(itemsOfChestEntry.Value.prefarbAssetName + ".asset"))
|
||||
{
|
||||
// 3.2 set EquippableItem object
|
||||
chest.GetComponent<ChestController>().SetupItemInChest(
|
||||
itemsOfChestEntry.Key,
|
||||
AssetDatabase.LoadAssetAtPath<EquippableItem>(SOpath)
|
||||
);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
} else {
|
||||
Debug.Log("Can't find global GUI object!!!");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// public void BuildChestItems(Dictionary<int, EquippableItemPrefarbAsset> itemsList)
|
||||
// {
|
||||
// // pass to InventoryManager singleton
|
||||
// foreach(KeyValuePair<int, EquippableItemPrefarbAsset> itemEntry in itemsList)
|
||||
// InventoryManager.Instance.SetupItemInInventory(itemEntry.Key, itemEntry.Value.equippableItem);
|
||||
// }
|
||||
|
||||
/// Save both list of EquippableItems
|
||||
public void SaveChests()
|
||||
{
|
||||
// 1. staticElements
|
||||
this.SaveStaticChestsList();
|
||||
}
|
||||
|
||||
#region Static list of EquippableItem Save
|
||||
private void SaveStaticChestsList()
|
||||
{
|
||||
// Case I - if we remember all list
|
||||
// 1) if after removed item form DynamicList is empty - remove all file
|
||||
// 2) if after removed item form DynamciList there are another one - save updated list again
|
||||
if(this.StaticElements.Count > 0) {
|
||||
SaveChestSystem.SaveChestsList(this.StaticElements, this.MapName + STATIC_ELEMENT, this.ItemsListName); // change to SaveEquippableItemSystem for EquippableItemPrefarbAsset
|
||||
} else {
|
||||
string _path = SaveSystem.GetSavePath(this.MapName + STATIC_ELEMENT) + "/" + this.ItemsListName + ".fun";
|
||||
|
||||
try
|
||||
{
|
||||
Debug.Log("File to remove: " + _path);
|
||||
|
||||
if(File.Exists(_path))
|
||||
{
|
||||
File.Delete(_path);
|
||||
}
|
||||
}
|
||||
catch (IOException ioExp)
|
||||
{
|
||||
Debug.LogError(ioExp.Message);
|
||||
}
|
||||
}
|
||||
|
||||
// Case II - if we rememenber object per file
|
||||
// 1) remove specyfic file
|
||||
//
|
||||
// Unfortunatelly we don't use this way of saving items yet :D
|
||||
}
|
||||
#endregion
|
||||
|
||||
public void LoadChests()
|
||||
{
|
||||
// if continue -> search files with content in save path
|
||||
|
||||
// if new game -> build objects from default configuration
|
||||
Debug.Log("Load chest");
|
||||
this.LoadStaticChestsList();
|
||||
}
|
||||
|
||||
|
||||
|
||||
#region Static list of Chest Loader
|
||||
public void LoadStaticChestsList()
|
||||
{
|
||||
string path = SaveSystem.GetSavePath(this.MapName + STATIC_ELEMENT);
|
||||
|
||||
if (!Directory.Exists(path)) // if not exists thats mean there was nothing saved yet - nothing to load
|
||||
return;
|
||||
|
||||
FileInfo[] fileInfo = new DirectoryInfo(path).GetFiles();
|
||||
|
||||
foreach(FileInfo file in fileInfo)
|
||||
{
|
||||
Debug.Log(file.FullName);
|
||||
|
||||
List<ChestPrefarbAsset> chestPrefarbAssetList = new List<ChestPrefarbAsset>();
|
||||
|
||||
List<ChestPrefarbAssetData> chestPrefarbAssetDataList = SaveChestSystem.LoadChestsList(this.MapName + STATIC_ELEMENT, this.ItemsListName);
|
||||
|
||||
foreach(ChestPrefarbAssetData chestPrefarbAssetData in chestPrefarbAssetDataList)
|
||||
chestPrefarbAssetList.Add(chestPrefarbAssetData.MapDataToChestPrefarbAsset());
|
||||
|
||||
Debug.Log("---- Load Chest");
|
||||
|
||||
foreach(ChestPrefarbAsset chest in chestPrefarbAssetList)
|
||||
{
|
||||
Debug.Log(chest.name);
|
||||
foreach(KeyValuePair<int, EquippableItemPrefarbAsset> equippableItemPrefarbAsset in chest.content)
|
||||
{
|
||||
// Debug.Log("item on position " + equippableItemPrefarbAsset.Key +
|
||||
// " " + equippableItemPrefarbAsset.Value.equippableItem.name);
|
||||
}
|
||||
}
|
||||
|
||||
this.StaticElements = chestPrefarbAssetList;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
11
Assets/Scripts/SceneManager/SceneChestManager.cs.meta
Normal file
11
Assets/Scripts/SceneManager/SceneChestManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1b522b9a99467e740adc3e2ce6036ebe
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -41,10 +41,6 @@ public class SceneInventoryManager : MonoBehaviour
|
||||
{
|
||||
LoadInventoryItems(); // load user items
|
||||
|
||||
foreach(KeyValuePair<int, EquippableItemPrefarbAsset> ItemsElements in ItemsElements)
|
||||
{
|
||||
Debug.Log("Content:" + ItemsElements.Value.equippableItem.Name);
|
||||
}
|
||||
BuildInventoryItems(ItemsElements); // pass them to InventoryManager
|
||||
}
|
||||
|
||||
@ -79,6 +75,7 @@ public class SceneInventoryManager : MonoBehaviour
|
||||
// 1) if after removed item form DynamicList is empty - remove all file
|
||||
// 2) if after removed item form DynamciList there are another one - save updated list again
|
||||
if(InventoryManager.Instance._items.Count > 0) {
|
||||
|
||||
// 1. Map From Dictionary<int, Item>' to 'Dictionary<int, EquippableItemPrefarbAsset>'
|
||||
Dictionary<int, EquippableItemPrefarbAsset> mappedList = new Dictionary<int, EquippableItemPrefarbAsset>();
|
||||
|
||||
|
@ -167,7 +167,8 @@ abstract public class BasePanelController : MonoBehaviour
|
||||
|
||||
DestroyImmediate(_tmp.gameObject, true);
|
||||
|
||||
// apply list of items
|
||||
// Apply list of items
|
||||
// Update Object surce items list based on slots state and configuration
|
||||
for (int i = 0; i < _itemSlots.Count; i++)
|
||||
{
|
||||
if (_itemSlots[i].Item != null)
|
||||
|
@ -44,7 +44,11 @@ abstract public class BaseWarehouseController : MonoBehaviour
|
||||
|
||||
public virtual void SetItemOnPosition(int _keyPosition, Item _item)
|
||||
{
|
||||
// Drag setup first end second object on the same panel - should only one - this wwere dropped item
|
||||
// Becouse of this source slot from other panel is settuping in dropped panel too - list get empty item and it cause errors
|
||||
if(_item != null)
|
||||
this._items[_keyPosition] = _item;
|
||||
// if we assign null its removed later in EndDrag method
|
||||
}
|
||||
|
||||
public virtual void RemoveItemFromPosition(int _keyPosition)
|
||||
|
Loading…
Reference in New Issue
Block a user