Add chest content panel

This commit is contained in:
kabix09 2022-05-29 12:33:43 +02:00
parent 97a4595a20
commit 1d436aa16f
37 changed files with 2869 additions and 288 deletions

View File

@ -2,7 +2,7 @@
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@ -52,16 +52,19 @@
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@ -87,661 +90,661 @@
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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]);
}
}
}

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@ -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()
{
}
}

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@ -4,8 +4,16 @@ using UnityEngine;
using UnityEngine.UI;
[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
{
@ -27,8 +35,8 @@ public class Item
set { level = value; }
}
public Image image;
public Image Image
public Sprite image;
public Sprite Image
{
get { return image; }
set { image = value; }
@ -42,11 +50,12 @@ public class Item
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.Description = _description;
this.Level = _level;
this.ItemModel = _itemModel;
this.Image = _image;
}
}

View File

@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class PickableController : MonoBehaviour
{
@ -9,6 +10,8 @@ public class PickableController : MonoBehaviour
public void Start()
{
item.Name = gameObject.name;
Console.WriteLine("xd");
Console.WriteLine(gameObject.name);
}
private void OnTriggerEnter2D(Collider2D collision)

View File

@ -4,22 +4,73 @@ using UnityEngine;
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
void Start()
{
chest = gameObject; // set object on current GameObject
}
// Update is called once per frame
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;
}
}

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@ -7,6 +7,7 @@ TagManager:
- Pickable
- SceneTransition
- NPC
- GUI
layers:
- Default
- TransparentFX

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@ -18,14 +18,14 @@ EditorUserSettings:
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flags: 0