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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 @@ fileFormatVersion: 2 -guid: cdf13082744b57e4b89ab42e4d957668 +guid: 0ba28abf0f2ebba45a0f7743b05d08d9 MonoImporter: externalObjects: {} serializedVersion: 2 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 -{ - -}