Add qeuipment Drag & Drop

This commit is contained in:
kabix09 2022-06-05 16:51:08 +02:00
parent 9fa400f9a7
commit 2fc771ad56
32 changed files with 4257 additions and 759 deletions

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View File

@ -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()

View 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 }
};
}else if (Instance != this)
{
Destroy(gameObject);
}
}
protected override void SetupPanel()
{
if(this.dynamicPanel)
{
this.dynamicPanel.GetComponent<EquipmentPanelController>().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;
}
}
}
}

View File

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@ -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;
}
}

View File

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@ -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
}
}

View File

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@ -9,6 +9,10 @@ public enum EquipmentType
Gloves,
Boots,
Weapon,
Potion,
Bracelet,
Necklet,
Ring,
Other
}

View File

@ -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);
}

View File

@ -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);
}

View File

@ -1,8 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
interface IPanel
{
}