Add chest content panel
@ -2,7 +2,7 @@
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@ -52,16 +52,19 @@
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@ -87,661 +90,661 @@
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8
Assets/Scripts/Chest.meta
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77
Assets/Scripts/Chest/ChestPanelController.cs
Normal file
@ -0,0 +1,77 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class ChestPanelController : MonoBehaviour
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{
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[Header("Inventory Information")]
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[SerializeField] private GameObject blankChestSlot;
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[SerializeField] private GameObject chestPanel;
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[SerializeField] private Button chestPanelCloseButton;
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[SerializeField] private GameObject chest; // chest to which the panel belongs
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[SerializeField] public const int MAX_SLOT_CUNT = 6*8;
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public List<InventorySlot> content = new List<InventorySlot>();
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void Awake()
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{
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InitInventorySlots();
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}
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// Start is called before the first frame update
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void Start()
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{
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if(chestPanelCloseButton)
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{
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chestPanelCloseButton.onClick.AddListener(CloseOnClick);
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}
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}
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// Update is called once per frame
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void Update()
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{
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}
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void CloseOnClick()
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{
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Destroy(gameObject); // destroy panel
|
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if(chest)
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{
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chest.GetComponent<Chest>().CloseChest();
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}
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}
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void InitInventorySlots()
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{
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if(chestPanel)
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{
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for(int i = 0; i < MAX_SLOT_CUNT; i++)
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{
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InventorySlot newSlot = Instantiate(blankChestSlot, chestPanel.transform.position, Quaternion.identity).GetComponent<InventorySlot>();
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newSlot.transform.SetParent(chestPanel.transform);
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newSlot.SetupInventorySlot(null, this);
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content.Add(newSlot);
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}
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}
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}
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public void SetupChest(GameObject _chest, List<Item> _chestItems)
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{
|
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chest = _chest;
|
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SetPanelItems(_chestItems);
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}
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private void SetPanelItems(List<Item> _itemsList)
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{
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for(int i=0; i < _itemsList.Count; i++)
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{
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}
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}
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}
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11
Assets/Scripts/Chest/ChestPanelController.cs.meta
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|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
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
|
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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}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -3,9 +3,17 @@ using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
[System.Serializable]
|
||||
public class Item
|
||||
[System.Serializable]
|
||||
[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;
|
||||
}
|
||||
}
|
||||
|
@ -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)
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
@ -7,6 +7,7 @@ TagManager:
|
||||
- Pickable
|
||||
- SceneTransition
|
||||
- NPC
|
||||
- GUI
|
||||
layers:
|
||||
- Default
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- TransparentFX
|
||||
|
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