Add chest content panel
@ -2,7 +2,7 @@
|
|||||||
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||||||
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||||||
@ -52,16 +52,19 @@
|
|||||||
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|
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||||||
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@ -87,661 +90,661 @@
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8
Assets/Scripts/Chest.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c7042c6d06a175543b01bd0e9d316f53
|
||||||
|
folderAsset: yes
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||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
77
Assets/Scripts/Chest/ChestPanelController.cs
Normal file
@ -0,0 +1,77 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class ChestPanelController : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("Inventory Information")]
|
||||||
|
[SerializeField] private GameObject blankChestSlot;
|
||||||
|
[SerializeField] private GameObject chestPanel;
|
||||||
|
[SerializeField] private Button chestPanelCloseButton;
|
||||||
|
|
||||||
|
[SerializeField] private GameObject chest; // chest to which the panel belongs
|
||||||
|
|
||||||
|
[SerializeField] public const int MAX_SLOT_CUNT = 6*8;
|
||||||
|
|
||||||
|
public List<InventorySlot> content = new List<InventorySlot>();
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
InitInventorySlots();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
if(chestPanelCloseButton)
|
||||||
|
{
|
||||||
|
chestPanelCloseButton.onClick.AddListener(CloseOnClick);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
void CloseOnClick()
|
||||||
|
{
|
||||||
|
Destroy(gameObject); // destroy panel
|
||||||
|
|
||||||
|
if(chest)
|
||||||
|
{
|
||||||
|
chest.GetComponent<Chest>().CloseChest();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void InitInventorySlots()
|
||||||
|
{
|
||||||
|
if(chestPanel)
|
||||||
|
{
|
||||||
|
for(int i = 0; i < MAX_SLOT_CUNT; i++)
|
||||||
|
{
|
||||||
|
InventorySlot newSlot = Instantiate(blankChestSlot, chestPanel.transform.position, Quaternion.identity).GetComponent<InventorySlot>();
|
||||||
|
newSlot.transform.SetParent(chestPanel.transform);
|
||||||
|
newSlot.SetupInventorySlot(null, this);
|
||||||
|
|
||||||
|
content.Add(newSlot);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetupChest(GameObject _chest, List<Item> _chestItems)
|
||||||
|
{
|
||||||
|
chest = _chest;
|
||||||
|
|
||||||
|
SetPanelItems(_chestItems);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SetPanelItems(List<Item> _itemsList)
|
||||||
|
{
|
||||||
|
for(int i=0; i < _itemsList.Count; i++)
|
||||||
|
{
|
||||||
|
content[i].SetItem(_itemsList[i]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Chest/ChestPanelController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8d9e1061a8038f54a87269aa0bd2db04
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
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|
assetBundleName:
|
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|
assetBundleVariant:
|
71
Assets/Scripts/Inventory/InventorySlot.cs
Normal file
@ -0,0 +1,71 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class InventorySlot : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("UI Stuff to change")]
|
||||||
|
[SerializeField] private TextMeshProUGUI slotItemNumberText;
|
||||||
|
[SerializeField] private Image slotImage;
|
||||||
|
|
||||||
|
[Header("Item variable")]
|
||||||
|
public Item item;
|
||||||
|
public int countStackableItems = 0;
|
||||||
|
|
||||||
|
public ChestPanelController chestPanelController;
|
||||||
|
|
||||||
|
public void SetupInventorySlot(Item _item, ChestPanelController _chestPanelController)
|
||||||
|
{
|
||||||
|
chestPanelController = _chestPanelController;
|
||||||
|
|
||||||
|
if(_item)
|
||||||
|
{
|
||||||
|
SetItem(_item);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetItem(Item _item)
|
||||||
|
{
|
||||||
|
item = _item;
|
||||||
|
|
||||||
|
ChangeEnableImageView(true);
|
||||||
|
|
||||||
|
slotImage.sprite = _item.Image;
|
||||||
|
countStackableItems +=1;
|
||||||
|
|
||||||
|
UpdateItemNumberHolder();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private void ChangeEnableImageView(bool _flag)
|
||||||
|
{
|
||||||
|
slotImage.enabled = _flag; //!slotImage.enabled;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ChangeNumberHeldView(bool _flag)
|
||||||
|
{
|
||||||
|
slotItemNumberText.enabled = _flag;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateItemNumberHolder()
|
||||||
|
{
|
||||||
|
slotItemNumberText.text = "" + countStackableItems;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
if(!item)
|
||||||
|
{
|
||||||
|
ChangeEnableImageView(false);
|
||||||
|
ChangeNumberHeldView(false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Scripts/Inventory/InventorySlot.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c5c5b18730cf11a41b91bf9d4f6cb26e
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -4,8 +4,16 @@ using UnityEngine;
|
|||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
|
||||||
[System.Serializable]
|
[System.Serializable]
|
||||||
public class Item
|
[CreateAssetMenu(fileName = "New Item", menuName = "Inventory/Items")]
|
||||||
|
public class Item : ScriptableObject
|
||||||
{
|
{
|
||||||
|
public int id;
|
||||||
|
public int Id
|
||||||
|
{
|
||||||
|
get { return id; }
|
||||||
|
set { id = value; }
|
||||||
|
}
|
||||||
|
|
||||||
public string name;
|
public string name;
|
||||||
public string Name
|
public string Name
|
||||||
{
|
{
|
||||||
@ -27,8 +35,8 @@ public class Item
|
|||||||
set { level = value; }
|
set { level = value; }
|
||||||
}
|
}
|
||||||
|
|
||||||
public Image image;
|
public Sprite image;
|
||||||
public Image Image
|
public Sprite Image
|
||||||
{
|
{
|
||||||
get { return image; }
|
get { return image; }
|
||||||
set { image = value; }
|
set { image = value; }
|
||||||
@ -42,11 +50,12 @@ public class Item
|
|||||||
set { itemModel = value; }
|
set { itemModel = value; }
|
||||||
}
|
}
|
||||||
|
|
||||||
public Item(string _name="", string _description="", int _level=0, Image _image=null)
|
public Item(string _name, string _description, int _level, GameObject _itemModel, Sprite _image)
|
||||||
{
|
{
|
||||||
this.Name = _name;
|
this.Name = _name;
|
||||||
this.Description = _description;
|
this.Description = _description;
|
||||||
this.Level = _level;
|
this.Level = _level;
|
||||||
|
this.ItemModel = _itemModel;
|
||||||
this.Image = _image;
|
this.Image = _image;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,7 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using System;
|
||||||
|
|
||||||
public class PickableController : MonoBehaviour
|
public class PickableController : MonoBehaviour
|
||||||
{
|
{
|
||||||
@ -9,6 +10,8 @@ public class PickableController : MonoBehaviour
|
|||||||
public void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
item.Name = gameObject.name;
|
item.Name = gameObject.name;
|
||||||
|
Console.WriteLine("xd");
|
||||||
|
Console.WriteLine(gameObject.name);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnTriggerEnter2D(Collider2D collision)
|
private void OnTriggerEnter2D(Collider2D collision)
|
||||||
|
@ -4,22 +4,73 @@ using UnityEngine;
|
|||||||
|
|
||||||
public class Chest : MonoBehaviour
|
public class Chest : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
[SerializeField] public GameObject chest;
|
||||||
|
[SerializeField] public GameObject chestPanel;
|
||||||
|
[SerializeField] public List<Item> itemsList = new List<Item>();
|
||||||
|
|
||||||
public GameObject chest;
|
private GameObject dynamicPanel; // UI elemend created during script work
|
||||||
|
|
||||||
|
bool isOpen = false;
|
||||||
|
bool isTrigerred = false;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
chest = gameObject; // set object on current GameObject
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
if (chestPanel && isTrigerred && !isOpen) // we can open chest only when its closed
|
||||||
|
{
|
||||||
|
if (Input.GetKeyDown(KeyCode.E))
|
||||||
|
{
|
||||||
|
OpenChest();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnTriggerExit2D(Collider2D collision)
|
||||||
|
{
|
||||||
|
if (chestPanel != null)
|
||||||
|
{
|
||||||
|
CloseChest();
|
||||||
|
}
|
||||||
|
|
||||||
|
isTrigerred = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnTriggerEnter2D(Collider2D collision)
|
||||||
|
{
|
||||||
|
if (collision.tag == "Player")
|
||||||
|
{
|
||||||
|
isTrigerred = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OpenChest()
|
||||||
|
{
|
||||||
|
GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
|
||||||
|
|
||||||
|
if(globalGUI)
|
||||||
|
{
|
||||||
|
dynamicPanel = Instantiate(chestPanel, chestPanel.transform.position, Quaternion.identity, globalGUI.transform); // 4'th arg allow set object as child
|
||||||
|
|
||||||
|
dynamicPanel.transform.localPosition = chestPanel.transform.position; // prevent overwritten position by... environment???
|
||||||
|
|
||||||
|
dynamicPanel.GetComponent<ChestPanelController>().SetupChest(gameObject, itemsList); // bind pandel to current chest
|
||||||
|
|
||||||
|
isOpen = true;
|
||||||
|
} else {
|
||||||
|
Debug.Log("Can't find global GUI object!!!");
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void CloseChest()
|
||||||
|
{
|
||||||
|
Destroy(dynamicPanel); // destroy object from scene
|
||||||
|
isOpen = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -7,6 +7,7 @@ TagManager:
|
|||||||
- Pickable
|
- Pickable
|
||||||
- SceneTransition
|
- SceneTransition
|
||||||
- NPC
|
- NPC
|
||||||
|
- GUI
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
|
@ -18,14 +18,14 @@ EditorUserSettings:
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