Add chest saving manager system for user items

This commit is contained in:
kabix09 2022-06-20 01:04:56 +02:00
parent ce358dafcb
commit 1794b60fb0
26 changed files with 1497 additions and 627 deletions

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@ -48,15 +48,19 @@
</PropertyGroup>
<ItemGroup>
<Compile Include="Assets\Scripts\RespawnScript.cs" />
<Compile Include="Assets\Scripts\SceneManager\SaveChest\SaveChestSystem.cs" />
<Compile Include="Assets\Scripts\SceneManager\SceneTaskManager.cs" />
<Compile Include="Assets\Scripts\SettingsButton.cs" />
<Compile Include="Assets\Scripts\UI\ISlot.cs" />
<Compile Include="Assets\Scripts\Enemies&apos; Scprits\Enemy.cs" />
<Compile Include="Assets\Scripts\Objects\GoldOre.cs" />
<Compile Include="Assets\Scripts\SceneManager\SaveChest\ChestPrefarbAsset.cs" />
<Compile Include="Assets\closePossibleButtonInfo.cs" />
<Compile Include="Assets\BreakOre.cs" />
<Compile Include="Assets\Scripts\SceneManager\SceneChestManager.cs" />
<Compile Include="Assets\Scripts\Inventory\InventorySlot.cs" />
<Compile Include="Assets\Scripts\Task\TaskPanelController.cs" />
<Compile Include="Assets\Scripts\SceneManager\SaveChest\ChestPrefarbAssetData.cs" />
<Compile Include="Assets\Scripts\Task\TaskManager.cs" />
<Compile Include="Assets\Scripts\QuitGame.cs" />
<Compile Include="Assets\Scripts\SceneManager\SaveItem\EquippableItemData\EquippableItemData.cs" />
@ -64,6 +68,7 @@
<Compile Include="Assets\Scripts\Knockback.cs" />
<Compile Include="Assets\Scripts\Inventory\InventoryManager.cs" />
<Compile Include="Assets\Scripts\SceneManager\SaveTask\SaveQuestSystem.cs" />
<Compile Include="Assets\Scripts\SceneManager\SaveInventory\SaveInventorySystem.cs" />
<Compile Include="Assets\Scripts\Dialogue.cs" />
<Compile Include="Assets\Scripts\SceneManager\SaveItem\ItemData\ItemData.cs" />
<Compile Include="Assets\Scripts\Item\ItemSlot.cs" />
@ -101,6 +106,7 @@
<Compile Include="Assets\Scripts\DoorBehaviour.cs" />
<Compile Include="Assets\Scripts\SceneManager\SaveItem\EquippableItemPrefarbAsset.cs" />
<Compile Include="Assets\Scripts\Enemies&apos; Scprits\PatrollingEnemy.cs" />
<Compile Include="Assets\Scripts\SceneManager\SceneInventoryManager.cs" />
<Compile Include="Assets\Scripts\Chest\ChestPanelController.cs" />
<Compile Include="Assets\Scripts\Inventory\InventoryPanelController.cs" />
<Compile Include="Assets\TakingDamage.cs" />

8
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View File

@ -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);
}
}

View File

@ -33,4 +33,9 @@ public class SaveController : MonoBehaviour
{
SceneInventoryManager.Instance.SaveInventoryItems();
}
public void SaveChests()
{
SceneChestManager.Instance.SaveChests();
}
}

View File

@ -0,0 +1,8 @@
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View 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;
}
}

View File

@ -0,0 +1,11 @@
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View File

@ -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;
}
}

View File

@ -0,0 +1,11 @@
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View 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;
}
}
}

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@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[System.Serializable]
public class EquippableItemPrefarbAsset
@ -12,9 +13,9 @@ public class EquippableItemPrefarbAsset
[SerializeField]
public Vector3 position;
[SerializeField]
public EquippableItem equippableItem;
public EquippableItem equippableItem = null;
public EquippableItemPrefarbAsset(){}
public EquippableItemPrefarbAsset() { }
public EquippableItemPrefarbAsset(string _name, string _prefarbAssetName, Vector3 _position, EquippableItem _equippableItem)
{
@ -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;
}
}
}
}

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@ -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
}

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@ -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>();

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@ -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)

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@ -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)