diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj
index a2c7e87a..a5e89644 100644
--- a/Assembly-CSharp.csproj
+++ b/Assembly-CSharp.csproj
@@ -10,8 +10,7 @@
AnyCPU
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2.0
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diff --git a/Assets/Prefarbs/Equipment/equipment_slot.prefab.meta b/Assets/Prefarbs/Equipment/equipment_slot.prefab.meta
new file mode 100644
index 00000000..7e19f3a1
--- /dev/null
+++ b/Assets/Prefarbs/Equipment/equipment_slot.prefab.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
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diff --git a/Assets/Prefarbs/Inventory UI/inventory_panel.prefab b/Assets/Prefarbs/Inventory UI/inventory_panel.prefab
index 25ed4f1d..3fdcdabb 100644
--- a/Assets/Prefarbs/Inventory UI/inventory_panel.prefab
+++ b/Assets/Prefarbs/Inventory UI/inventory_panel.prefab
@@ -382,7 +382,7 @@ RectTransform:
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
- m_AnchoredPosition: {x: 0, y: 0}
+ m_AnchoredPosition: {x: 225, y: 0}
m_SizeDelta: {x: 550, y: 715}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &9124304227729624652
@@ -438,9 +438,10 @@ MonoBehaviour:
_panel: {fileID: 9124304227903849260}
_blankSlot: {fileID: 4202482119828722599, guid: 843626bb28e804c4384ea070e0fead67, type: 3}
_panelCloseButton: {fileID: 9124304227312933334}
- _tmp: {fileID: 0}
+ _instance: {fileID: 0}
_itemTemplate: {fileID: 6570396142606985298, guid: 1304511dd1dfefc449e87c3d904ab15f, type: 3}
- inventoryPanel: {fileID: 0}
+ _tmp: {fileID: 0}
+ MAX_SLOT_CUNT: 48
--- !u!1 &9124304227744546894
GameObject:
m_ObjectHideFlags: 0
diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/SampleScene.unity
index 3901436e..04a23588 100644
--- a/Assets/Scenes/SampleScene.unity
+++ b/Assets/Scenes/SampleScene.unity
@@ -587,6 +587,60 @@ BoxCollider2D:
serializedVersion: 2
m_Size: {x: 0.9375, y: 1}
m_EdgeRadius: 0
+--- !u!1 &129765437
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+ - component: {fileID: 129765438}
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+ isOpen: 0
+ _helmet: {fileID: 0}
+ _chest: {fileID: 0}
+ _boots: {fileID: 0}
+ _weapon: {fileID: 0}
+ _potion_one: {fileID: 0}
+ _potion_two: {fileID: 0}
+ _potion_three: {fileID: 0}
+ _potion_four: {fileID: 0}
+ _potion_five: {fileID: 0}
+--- !u!4 &129765439
+Transform:
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--- !u!1 &131599442
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m_ObjectHideFlags: 0
@@ -1055,7 +1109,7 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 167690937}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
- m_LocalPosition: {x: -20.36, y: 18.54, z: 0}
+ m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
@@ -2467,7 +2521,7 @@ Transform:
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m_Children: []
m_Father: {fileID: 0}
- m_RootOrder: 12
+ m_RootOrder: 13
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &612814819
GameObject:
@@ -105167,7 +105221,7 @@ RectTransform:
m_Children:
- {fileID: 726162834}
m_Father: {fileID: 0}
- m_RootOrder: 13
+ m_RootOrder: 12
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
diff --git a/Assets/Scripts/Chest/ChestController.cs b/Assets/Scripts/Chest/ChestController.cs
index 7d9f05c4..0f45ee5f 100644
--- a/Assets/Scripts/Chest/ChestController.cs
+++ b/Assets/Scripts/Chest/ChestController.cs
@@ -30,6 +30,7 @@ public class ChestController : BaseWarehouseController
{
this.OpenPanel();
InventoryManager.Instance.OpenPanel();
+ EquipmentManager.Instance.OpenPanel();
}
}
}
@@ -57,6 +58,7 @@ public class ChestController : BaseWarehouseController
{
base.ClosePanel();
InventoryManager.Instance.ClosePanel();
+ EquipmentManager.Instance.ClosePanel();
}
protected override void SetupPanel()
diff --git a/Assets/Scripts/Equipment/EquipmentManager.cs b/Assets/Scripts/Equipment/EquipmentManager.cs
new file mode 100644
index 00000000..10063d5b
--- /dev/null
+++ b/Assets/Scripts/Equipment/EquipmentManager.cs
@@ -0,0 +1,269 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+[System.Serializable]
+public class EquipmentManager : BaseWarehouseController
+{
+ public static int MAX_ITEMS = 0;
+
+ [SerializeField] public EquippableItem _helmet;
+ [SerializeField] public EquippableItem _chest;
+ [SerializeField] public EquippableItem _boots;
+ [SerializeField] public EquippableItem _weapon;
+ [SerializeField] public EquippableItem _potion_one;
+ [SerializeField] public EquippableItem _potion_two;
+ [SerializeField] public EquippableItem _potion_three;
+ [SerializeField] public EquippableItem _potion_four;
+ [SerializeField] public EquippableItem _potion_five;
+
+ public static EquipmentManager Instance;
+
+ Dictionary equipment;
+
+ private void Awake()
+ {
+ if(Instance == null)
+ {
+ Instance = this;
+
+ equipment = new Dictionary() {
+ { 0, _helmet },
+ { 1, _chest },
+ { 2, _boots },
+ { 3, _weapon },
+ { 4, _potion_one },
+ { 5, _potion_two },
+ { 6, _potion_three },
+ { 7, _potion_four },
+ { 8, _potion_five }
+ };
+ }else if (Instance != this)
+ {
+ Destroy(gameObject);
+ }
+ }
+
+ protected override void SetupPanel()
+ {
+ if(this.dynamicPanel)
+ {
+ this.dynamicPanel.GetComponent().Setup(gameObject, equipment);
+ }
+ }
+
+ // Handle in Manager items local list
+ public override void SetItemOnPosition(int _keyPosition, Item _item)
+ {
+ // in qeuippment panel its case where we drop drop on empty slot
+
+ if(_item == null) // if we move eg. form chest to eq Drop work on Eq Panel where dropitemSlot.Item is Null
+ return;
+
+ _keyPosition = MapItemTypeToSlotNumber((EquippableItem)_item);
+ this.equipment[_keyPosition] = _item;
+
+ this.ApplyEquipmentObject(true, (EquippableItem)_item);
+
+ base.SetItemOnPosition(_keyPosition, _item);
+ }
+
+ // Remove from Manager items local list
+ public override void RemoveItemFromPosition(int _keyPosition)
+ {
+ this.equipment.Remove(_keyPosition);
+
+ this.ApplyEquipmentObject(_keyPosition);
+
+ base.RemoveItemFromPosition(_keyPosition);
+ }
+
+ /*
+ * Function decide in which slot item should be handled
+ * Mach item to dictionary key based on items equippment type
+ * return: dictionary key
+ */
+ private int MapItemTypeToSlotNumber(EquippableItem _item)
+ {
+ int key=-1;
+
+ if(_item == null)
+ {
+ Debug.LogError("Ten item w ogóle nie powinien być rozpatrywany jako dodany do ekwipunku - nigdy nie był typu EquippableItem");
+ }
+
+ switch(_item.EquipmentType)
+ {
+ case EquipmentType.Helmet:
+ {
+ key = 0;
+ break;
+ }
+ case EquipmentType.Chest:
+ {
+ key = 1;
+ break;
+ }
+ case EquipmentType.Boots:
+ {
+ key = 2;
+ break;
+ }
+ case EquipmentType.Weapon:
+ {
+ key = 3;
+ break;
+ }
+ case EquipmentType.Potion:
+ {
+ key = 4;
+ break;
+ }
+ case EquipmentType.Bracelet:
+ {
+ key = 5;
+ break;
+ }
+ case EquipmentType.Necklet:
+ {
+ key = 6;
+ break;
+ }
+ case EquipmentType.Ring:
+ {
+ if(!equipment.ContainsKey(7) || equipment[7] == null)
+ {
+ key = 7;
+ }
+ if(!equipment.ContainsKey(8) || equipment[8] == null)
+ {
+ key = 8;
+ }
+
+ break;
+ }
+ default:
+ {
+ Debug.Log("Can't mach number to item type");
+ break;
+ }
+ }
+
+ return key;
+ }
+
+ /*
+ * applu EquippableItem to be able to see actual equipment status - mapped with 'qeuipment' Dictioanry which is not showed in amnager panel :/
+ */
+ public void ApplyEquipmentObject(bool put, EquippableItem _item = null)
+ {
+ switch(_item.EquipmentType)
+ {
+ case EquipmentType.Helmet:
+ {
+ _helmet = put ? _item : null;
+ break;
+ }
+ case EquipmentType.Chest:
+ {
+ _chest = put ? _item : null;
+ break;
+ }
+ case EquipmentType.Boots:
+ {
+ _boots = put ? _item : null;
+ break;
+ }
+ case EquipmentType.Weapon:
+ {
+ _weapon = put ? _item : null;
+ break;
+ }
+ case EquipmentType.Potion:
+ {
+ _potion_one = put ? _item : null;
+ break;
+ }
+ case EquipmentType.Bracelet:
+ {
+ _potion_two = put ? _item : null;
+ break;
+ }
+ case EquipmentType.Necklet:
+ {
+ _potion_three = put ? _item : null;
+ break;
+ }
+ case EquipmentType.Ring:
+ {
+ if(!equipment.ContainsKey(7) || equipment[7] == null)
+ {
+ _potion_four = put ? _item : null;
+ }
+ if(!equipment.ContainsKey(8) || equipment[8] == null)
+ {
+ _potion_five = put ? _item : null;
+ }
+
+ break;
+ }
+ default:
+ {
+ Debug.Log("Can't mach number to item type");
+ break;
+ }
+ }
+ }
+
+ public void ApplyEquipmentObject(int _keyPosition)
+ {
+ switch(_keyPosition)
+ {
+ case 0:
+ {
+ _helmet = null;
+ break;
+ }
+ case 1:
+ {
+ _chest = null;
+ break;
+ }
+ case 2:
+ {
+ _boots = null;
+ break;
+ }
+ case 3:
+ {
+ _weapon = null;
+ break;
+ }
+ case 4:
+ {
+ _potion_one = null;
+ break;
+ }
+ case 5:
+ {
+ _potion_two = null;
+ break;
+ }
+ case 6:
+ {
+ _potion_three = null;
+ break;
+ }
+ case 7:
+ {
+ _potion_four = null;
+ break;
+ }
+ case 9:
+ {
+ _potion_five = null;
+ break;
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/UI/IPanel.cs.meta b/Assets/Scripts/Equipment/EquipmentManager.cs.meta
similarity index 83%
rename from Assets/Scripts/UI/IPanel.cs.meta
rename to Assets/Scripts/Equipment/EquipmentManager.cs.meta
index 4cd4321a..815fb66a 100644
--- a/Assets/Scripts/UI/IPanel.cs.meta
+++ b/Assets/Scripts/Equipment/EquipmentManager.cs.meta
@@ -1,5 +1,5 @@
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+guid: 0ba28abf0f2ebba45a0f7743b05d08d9
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diff --git a/Assets/Scripts/Equipment/EquipmentPanelController.cs b/Assets/Scripts/Equipment/EquipmentPanelController.cs
new file mode 100644
index 00000000..30bee5ed
--- /dev/null
+++ b/Assets/Scripts/Equipment/EquipmentPanelController.cs
@@ -0,0 +1,65 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class EquipmentPanelController : BasePanelController
+{
+ [Header("Slots List")]
+ [SerializeField] public const int MAX_SLOT_CUNT = 0;
+ [SerializeField] public EquipmentSlot _helmet;
+ [SerializeField] public EquipmentSlot _chest;
+ [SerializeField] public EquipmentSlot _boots;
+ [SerializeField] public EquipmentSlot _weapon;
+ [SerializeField] public EquipmentSlot _potion_one;
+ [SerializeField] public EquipmentSlot _potion_two;
+ [SerializeField] public EquipmentSlot _potion_three;
+ [SerializeField] public EquipmentSlot _potion_four;
+ [SerializeField] public EquipmentSlot _potion_five;
+
+ Dictionary equipment;
+
+ // overrwrite this metoh in in parent beacuse we dont have to init any slots
+ void Awake()
+ {
+ base.MAX_SLOT_CUNT = 9;
+
+ equipment = new Dictionary() {
+ { 0, _helmet },
+ { 1, _chest },
+ { 2, _boots },
+ { 3, _weapon },
+ { 4, _potion_one },
+ { 5, _potion_two },
+ { 6, _potion_three },
+ { 7, _potion_four },
+ { 8, _potion_five }
+ };
+
+ base.Awake();
+ }
+
+ public override void CloseOnClick()
+ {
+ Destroy(gameObject); // destroy panel
+
+ if(_instance)
+ {
+ _instance.GetComponent().ClosePanel();
+ }
+ }
+
+ public void Setup(GameObject _equipment, Dictionary _equipmentItems)
+ {
+ _instance = _equipment;
+
+ base.Setup(_equipmentItems);
+ }
+
+ protected override ISlot SetupSlot(int key, GameObject _parent)
+ {
+ ISlot tmp = equipment[key];
+ tmp.SetupSlot(key, null, this);
+
+ return tmp;
+ }
+}
diff --git a/Assets/Scripts/Equipment/EquipmentPanelController.cs.meta b/Assets/Scripts/Equipment/EquipmentPanelController.cs.meta
new file mode 100644
index 00000000..d924803f
--- /dev/null
+++ b/Assets/Scripts/Equipment/EquipmentPanelController.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 42863f9f48506b944b90213e49c99763
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Equipment/EquipmentSlot.cs b/Assets/Scripts/Equipment/EquipmentSlot.cs
new file mode 100644
index 00000000..978697f5
--- /dev/null
+++ b/Assets/Scripts/Equipment/EquipmentSlot.cs
@@ -0,0 +1,17 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class EquipmentSlot : ItemSlot
+{
+ public EquipmentType EquipmentType;
+
+ public override bool CanReceiveItem(Item item)
+ {
+ if(item == null) // if dropped item is null alway accept :D
+ return true;
+
+ EquippableItem equippableItem = item as EquippableItem; // jeśli item pierwotnie nie był typu EquippableItem to casting zwróci NULL
+ return equippableItem != null && equippableItem.EquipmentType == EquipmentType; // the second condition is to put items on fields with matched type
+ }
+}
diff --git a/Assets/Scripts/Equipment/EquipmentSlot.cs.meta b/Assets/Scripts/Equipment/EquipmentSlot.cs.meta
new file mode 100644
index 00000000..958c3887
--- /dev/null
+++ b/Assets/Scripts/Equipment/EquipmentSlot.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 4f706c6230646be46be4f61e0096060c
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Item/EquippableItem.cs b/Assets/Scripts/Item/EquippableItem.cs
index 71bcd574..e66e6969 100644
--- a/Assets/Scripts/Item/EquippableItem.cs
+++ b/Assets/Scripts/Item/EquippableItem.cs
@@ -9,6 +9,10 @@ public enum EquipmentType
Gloves,
Boots,
Weapon,
+ Potion,
+ Bracelet,
+ Necklet,
+ Ring,
Other
}
diff --git a/Assets/Scripts/UI/BasePanelController.cs b/Assets/Scripts/UI/BasePanelController.cs
index 2760a958..e0f3dba7 100644
--- a/Assets/Scripts/UI/BasePanelController.cs
+++ b/Assets/Scripts/UI/BasePanelController.cs
@@ -6,7 +6,6 @@ using UnityEngine.EventSystems;
using System;
abstract public class BasePanelController : MonoBehaviour
- // where _slotT: ISlot // (A -> D, B, C)
{
[Header("Panel Information")]
[SerializeField] protected GameObject _panel;
@@ -23,16 +22,10 @@ abstract public class BasePanelController : MonoBehaviour
[Header("Slots List")]
- [SerializeField] public const int MAX_SLOT_CUNT = 6 * 8;
+ [SerializeField] public int MAX_SLOT_CUNT = 6 * 8;
[SerializeField] public List _itemSlots = new List();
-
- // public event Action OnBeginDragEvent;
- // public event Action OnEndDragEvent;
- // public event Action OnDragEvent;
- // public event Action OnDropEvent;
-
- void Awake()
+ public void Awake()
{
_instance = gameObject;
@@ -53,6 +46,14 @@ abstract public class BasePanelController : MonoBehaviour
#region Main logic
protected abstract ISlot SetupSlot(int key, GameObject _parent);
+ public void SetupDragAndDropToSlot(ISlot slot)
+ {
+ slot.OnBeginDragEvent += BeginDrag;
+ slot.OnEndDragEvent += EndDrag;
+ slot.OnDragEvent += Drag;
+ slot.OnDropEvent += Drop;
+ }
+
protected void InitPanelSlots()
{
if(_panel)
@@ -65,10 +66,7 @@ abstract public class BasePanelController : MonoBehaviour
_itemSlots.Add(newSlot);
// Assign events
- _itemSlots[i].OnBeginDragEvent += BeginDrag;
- _itemSlots[i].OnEndDragEvent += EndDrag;
- _itemSlots[i].OnDragEvent += Drag;
- _itemSlots[i].OnDropEvent += Drop;
+ this.SetupDragAndDropToSlot(_itemSlots[i]);
}
}
}
@@ -211,11 +209,10 @@ abstract public class BasePanelController : MonoBehaviour
Item draggedItem = InventoryManager.Instance.DraggedSlot.Item; // remember temporary currently dragged item
+
InventoryManager.Instance.DraggedSlot.Item = dropItemSlot.Item;
dropItemSlot.Item = draggedItem;
- // update items position in chest slots
- // - after close paned - items dont reset its positions
_instance.GetComponent().SetItemOnPosition(InventoryManager.Instance.DraggedSlot.Number, InventoryManager.Instance.DraggedSlot.Item);
_instance.GetComponent().SetItemOnPosition(dropItemSlot.Number, dropItemSlot.Item);
}
diff --git a/Assets/Scripts/UI/BaseWarehouseController.cs b/Assets/Scripts/UI/BaseWarehouseController.cs
index 7c5c1d39..1f26c8ac 100644
--- a/Assets/Scripts/UI/BaseWarehouseController.cs
+++ b/Assets/Scripts/UI/BaseWarehouseController.cs
@@ -42,22 +42,12 @@ abstract public class BaseWarehouseController : MonoBehaviour
protected abstract void SetupPanel();
- // public virtual void CloseOnClick()
- // {
- // Destroy(gameObject); // destroy panel
-
- // if(_panel)
- // {
- // _inventory.GetComponent().ClosePanel();
- // }
- // }
-
- public void SetItemOnPosition(int _keyPosition, Item _item)
+ public virtual void SetItemOnPosition(int _keyPosition, Item _item)
{
this._items[_keyPosition] = _item;
}
- public void RemoveItemFromPosition(int _keyPosition)
+ public virtual void RemoveItemFromPosition(int _keyPosition)
{
this._items.Remove(_keyPosition);
}
diff --git a/Assets/Scripts/UI/IPanel.cs b/Assets/Scripts/UI/IPanel.cs
deleted file mode 100644
index 4e1782dd..00000000
--- a/Assets/Scripts/UI/IPanel.cs
+++ /dev/null
@@ -1,8 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-interface IPanel
-{
-
-}