Add qeuipment Drag & Drop
This commit is contained in:
parent
9fa400f9a7
commit
2fc771ad56
@ -10,8 +10,7 @@
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProductVersion>10.0.20506</ProductVersion>
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<SchemaVersion>2.0</SchemaVersion>
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<RootNamespace>
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</RootNamespace>
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<RootNamespace></RootNamespace>
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<ProjectGuid>{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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@ -49,14 +48,15 @@
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</PropertyGroup>
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<ItemGroup>
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<Compile Include="Assets\Scripts\SettingsButton.cs" />
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<Compile Include="Assets\Scripts\Enemies' Scprits\Enemy.cs" />
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<Compile Include="Assets\Scripts\DragDropItemManager.cs" />
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<Compile Include="Assets\Scripts\UI\ISlot.cs" />
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<Compile Include="Assets\Scripts\Enemies' Scprits\Enemy.cs" />
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<Compile Include="Assets\Scripts\Inventory\InventorySlot.cs" />
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<Compile Include="Assets\Scripts\QuitGame.cs" />
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<Compile Include="Assets\Scripts\Inventory\InventoryManager.cs" />
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<Compile Include="Assets\Scripts\Dialogue.cs" />
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<Compile Include="Assets\Scripts\Item\ItemSlot.cs" />
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<Compile Include="Assets\Scripts\Item\Item.cs" />
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<Compile Include="Assets\Scripts\Equipment\EquipmentPanelController.cs" />
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<Compile Include="Assets\Scripts\Chest\ChestSlot.cs" />
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<Compile Include="Assets\Scripts\CamerFollow.cs" />
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<Compile Include="Assets\Scripts\Equipment\EquipmentSlot.cs" />
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@ -65,24 +65,19 @@
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<Compile Include="Assets\Scripts\FloatValue.cs" />
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<Compile Include="Assets\Scripts\Item\EquippableItem.cs" />
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<Compile Include="Assets\breakable.cs" />
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<Compile Include="Assets\Scripts\Enemies' Scprits\FollowingEnemy.cs" />
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<Compile Include="Assets\Scripts\UI\BasePanelController.cs" />
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<Compile Include="Assets\Scripts\Equipment\EquipmentManager.cs" />
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<Compile Include="Assets\Scripts\Enemies' Scprits\FollowingEnemy.cs" />
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<Compile Include="Assets\Scripts\Item\PickableController.cs" />
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<Compile Include="Assets\Scripts\Chest\ChestController.cs" />
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<Compile Include="Assets\Scripts\DoorBehaviour.cs" />
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<Compile Include="Assets\Scripts\Enemies' Scprits\PatrollingEnemy.cs" />
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<Compile Include="Assets\Scripts\Enemies' Scprits\PatrollingEnemy.cs" />
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<Compile Include="Assets\Scripts\Chest\ChestPanelController.cs" />
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<Compile Include="Assets\Scripts\Inventory\InventoryPanelController.cs" />
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<Compile Include="Assets\Scripts\UI\BaseWarehouseController.cs" />
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<Compile Include="Assets\Scripts\ChangeScene.cs" />
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<Compile Include="Assets\NPCDialogue.cs" />
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<Compile Include="Assets\Scripts\Player.cs" />
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<Compile Include="Assets\Scripts\UI\BasePanelController.cs" />
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<Compile Include="Assets\Scripts\UI\BaseWarehouseController.cs" />
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<Compile Include="Assets\Scripts\UI\IPanel.cs" />
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<Compile Include="Assets\Scripts\UI\ISlot.cs" />
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<None Include="Assets\Scripts\UI\BaseWarehouseController.cs.meta" />
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<None Include="Assets\Scripts\UI\IPanel.cs.meta" />
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<None Include="Assets\Scripts\UI\ISlot.cs.meta" />
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<None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
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7
Assets/Prefarbs/Equipment/equipment_slot.prefab.meta
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7
Assets/Prefarbs/Equipment/equipment_slot.prefab.meta
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@ -30,6 +30,7 @@ public class ChestController : BaseWarehouseController
|
||||
{
|
||||
this.OpenPanel();
|
||||
InventoryManager.Instance.OpenPanel();
|
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EquipmentManager.Instance.OpenPanel();
|
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}
|
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}
|
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}
|
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@ -57,6 +58,7 @@ public class ChestController : BaseWarehouseController
|
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{
|
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base.ClosePanel();
|
||||
InventoryManager.Instance.ClosePanel();
|
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EquipmentManager.Instance.ClosePanel();
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}
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protected override void SetupPanel()
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|
269
Assets/Scripts/Equipment/EquipmentManager.cs
Normal file
269
Assets/Scripts/Equipment/EquipmentManager.cs
Normal file
@ -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<int, Item> equipment;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if(Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
|
||||
equipment = new Dictionary<int, Item>() {
|
||||
{ 0, _helmet },
|
||||
{ 1, _chest },
|
||||
{ 2, _boots },
|
||||
{ 3, _weapon },
|
||||
{ 4, _potion_one },
|
||||
{ 5, _potion_two },
|
||||
{ 6, _potion_three },
|
||||
{ 7, _potion_four },
|
||||
{ 8, _potion_five }
|
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};
|
||||
}else if (Instance != this)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void SetupPanel()
|
||||
{
|
||||
if(this.dynamicPanel)
|
||||
{
|
||||
this.dynamicPanel.GetComponent<EquipmentPanelController>().Setup(gameObject, equipment);
|
||||
}
|
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}
|
||||
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cdf13082744b57e4b89ab42e4d957668
|
||||
guid: 0ba28abf0f2ebba45a0f7743b05d08d9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
65
Assets/Scripts/Equipment/EquipmentPanelController.cs
Normal file
65
Assets/Scripts/Equipment/EquipmentPanelController.cs
Normal file
@ -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<int, EquipmentSlot> 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<int, EquipmentSlot>() {
|
||||
{ 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<EquipmentManager>().ClosePanel();
|
||||
}
|
||||
}
|
||||
|
||||
public void Setup(GameObject _equipment, Dictionary<int, Item> _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;
|
||||
}
|
||||
}
|
11
Assets/Scripts/Equipment/EquipmentPanelController.cs.meta
Normal file
11
Assets/Scripts/Equipment/EquipmentPanelController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 42863f9f48506b944b90213e49c99763
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
17
Assets/Scripts/Equipment/EquipmentSlot.cs
Normal file
17
Assets/Scripts/Equipment/EquipmentSlot.cs
Normal file
@ -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
|
||||
}
|
||||
}
|
11
Assets/Scripts/Equipment/EquipmentSlot.cs.meta
Normal file
11
Assets/Scripts/Equipment/EquipmentSlot.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4f706c6230646be46be4f61e0096060c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -9,6 +9,10 @@ public enum EquipmentType
|
||||
Gloves,
|
||||
Boots,
|
||||
Weapon,
|
||||
Potion,
|
||||
Bracelet,
|
||||
Necklet,
|
||||
Ring,
|
||||
Other
|
||||
}
|
||||
|
||||
|
@ -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<ISlot> _itemSlots = new List<ISlot>();
|
||||
|
||||
|
||||
// public event Action<ISlot> OnBeginDragEvent;
|
||||
// public event Action<ISlot> OnEndDragEvent;
|
||||
// public event Action<ISlot> OnDragEvent;
|
||||
// public event Action<ISlot> 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<BaseWarehouseController>().SetItemOnPosition(InventoryManager.Instance.DraggedSlot.Number, InventoryManager.Instance.DraggedSlot.Item);
|
||||
_instance.GetComponent<BaseWarehouseController>().SetItemOnPosition(dropItemSlot.Number, dropItemSlot.Item);
|
||||
}
|
||||
|
@ -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<InventoryManager>().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);
|
||||
}
|
||||
|
@ -1,8 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
interface IPanel
|
||||
{
|
||||
|
||||
}
|
Loading…
Reference in New Issue
Block a user