diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj
index 26077b6c..d82dd838 100644
--- a/Assembly-CSharp.csproj
+++ b/Assembly-CSharp.csproj
@@ -51,16 +51,19 @@
+
+
+
@@ -70,14 +73,18 @@
+
+
+
+
@@ -90,6 +97,7 @@
+
diff --git a/Assets/BreakOre.cs b/Assets/BreakOre.cs
index d0edc6ef..8049dfa5 100644
--- a/Assets/BreakOre.cs
+++ b/Assets/BreakOre.cs
@@ -49,6 +49,7 @@ public class BreakOre : MonoBehaviour
gameObject.SetActive(false);
PlayerPrefs.SetInt(name, isBroken);
Debug.Log("drop item");
+ // drop item
gameObject.GetComponent().DropItem();
}
yield return new WaitForSeconds(1);
diff --git a/Assets/Items/Axe.asset b/Assets/Items/Axe.asset
index b8d63daf..7db53a61 100644
--- a/Assets/Items/Axe.asset
+++ b/Assets/Items/Axe.asset
@@ -13,11 +13,11 @@ MonoBehaviour:
m_Name: Axe
m_EditorClassIdentifier:
id: 0
- name: Axe1
+ name: Axe_one
description: Lumberjack's Axe
level: 1
image: {fileID: 21300000, guid: d7a7292796eda0941a6a863b7d66bbcb, type: 3}
- itemModel: {fileID: 0}
+ itemModel: {fileID: 1826809974269949497, guid: 83fa1f81238efb541bd77405dcf33dd1, type: 3}
StrengthBonus: 0
AgilityBonus: 0
InteligenceBonus: 0
diff --git a/Assets/Items/Axe.prefab b/Assets/Items/Axe.prefab
new file mode 100644
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--- /dev/null
+++ b/Assets/Items/Axe.prefab
@@ -0,0 +1,215 @@
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diff --git a/Assets/Items/Axe.prefab.meta b/Assets/Items/Axe.prefab.meta
new file mode 100644
index 00000000..54f0a31b
--- /dev/null
+++ b/Assets/Items/Axe.prefab.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/Items/Gold Ore.asset b/Assets/Items/Gold Ore.asset
index b95b36ab..7b5b3312 100644
--- a/Assets/Items/Gold Ore.asset
+++ b/Assets/Items/Gold Ore.asset
@@ -13,11 +13,11 @@ MonoBehaviour:
m_Name: Gold Ore
m_EditorClassIdentifier:
id: 0
- name: Gold Ore(Clone)
+ name: Gold Ore
description:
level: 0
image: {fileID: 21300000, guid: 83bbd515e788cbd4090c1c6649b76a29, type: 3}
- itemModel: {fileID: 6411895813158790434, guid: 94d8ee5818227e5488d532924c24f2d3, type: 3}
+ itemModel: {fileID: 6960265943931164901, guid: 7aaf1038c5485164ea90044b40c5baa1, type: 3}
StrengthBonus: 0
AgilityBonus: 0
InteligenceBonus: 0
diff --git a/Assets/Items/Gold Ore.prefab b/Assets/Items/Gold Ore.prefab
index db9aa585..cb48d2bb 100644
--- a/Assets/Items/Gold Ore.prefab
+++ b/Assets/Items/Gold Ore.prefab
@@ -1,6 +1,6 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
---- !u!1 &6411895813158790434
+--- !u!1 &4147099991001364001
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m_CorrespondingSourceObject: {fileID: 0}
@@ -8,10 +8,93 @@ GameObject:
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+ - component: {fileID: 3464589912944706540}
+ - component: {fileID: 552222884607673540}
m_Layer: 0
m_Name: Gold Ore
m_TagString: Untagged
@@ -19,27 +102,28 @@ GameObject:
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
---- !u!4 &2220863587792944922
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+ m_GameObject: {fileID: 6960265943931164901}
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@@ -84,13 +168,13 @@ SpriteRenderer:
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m_SpriteSortPoint: 0
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@@ -101,13 +185,14 @@ MonoBehaviour:
name2:
triggered: 0
isPicked: 0
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+ m_GameObject: {fileID: 6960265943931164901}
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diff --git a/Assets/Items/Gold Ore.prefab.meta b/Assets/Items/Gold Ore.prefab.meta
index 83b2ce9d..ed555269 100644
--- a/Assets/Items/Gold Ore.prefab.meta
+++ b/Assets/Items/Gold Ore.prefab.meta
@@ -1,5 +1,5 @@
fileFormatVersion: 2
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diff --git a/Assets/Items/Pickaxe.asset b/Assets/Items/Pickaxe.asset
index 26c09cdf..32c7ca2d 100644
--- a/Assets/Items/Pickaxe.asset
+++ b/Assets/Items/Pickaxe.asset
@@ -13,7 +13,7 @@ MonoBehaviour:
m_Name: Pickaxe
m_EditorClassIdentifier:
id: 0
- name: Pickaxe1
+ name: pickaxe_test
description: Example pickaxe
level: 1
image: {fileID: 8959118705387878318, guid: 25e473b59d2d7534e803be0a2825e0f7, type: 3}
@@ -23,4 +23,4 @@ MonoBehaviour:
InteligenceBonus: 0
VitalityBonus: 0
isStackable: 0
- EquipmentType: 4
+ EquipmentType: 0
diff --git a/Assets/Items/Pickaxe.prefab b/Assets/Items/Pickaxe.prefab
index 9b4a71ad..0b3b52eb 100644
--- a/Assets/Items/Pickaxe.prefab
+++ b/Assets/Items/Pickaxe.prefab
@@ -1,5 +1,88 @@
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GameObject:
m_ObjectHideFlags: 0
@@ -29,8 +112,9 @@ Transform:
m_GameObject: {fileID: 9081071845930167562}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 5, z: 0}
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+ m_Children:
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m_Father: {fileID: 0}
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@@ -145,3 +229,8 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
item: {fileID: 11400000, guid: aaa7c520aded1bc42a26b7ce43484010, type: 2}
+ name:
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diff --git a/Assets/OpenPanelOnCollision.cs b/Assets/OpenPanelOnCollision.cs
index 8ae8fc3f..7304be3b 100644
--- a/Assets/OpenPanelOnCollision.cs
+++ b/Assets/OpenPanelOnCollision.cs
@@ -10,50 +10,85 @@ public class OpenPanelOnCollision : MonoBehaviour
public GameObject SecondPanel;
public GameObject PanelAbove;
+ // Handle dynamic build GameObject's
+ public GameObject _tmpPanel;
+ public GameObject _tmpOtherPanel;
+ public GameObject _tmpSecondPanel;
+ public GameObject _tmpPanelAbove;
+
+ private GameObject globalGUI;
+
public GameObject obj;
private bool inRange = false;
+ public bool isAllowedToShowPanels = true; // TODO: controle its value - mprove later with cooperaition with "closePossibleButtonInfo" script
+
+ public void Awake()
+ {
+ this.globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
+ }
+
+ public void ClearPanels()
+ {
+ if(_tmpPanel) Destroy(_tmpPanel);
+ if(_tmpSecondPanel) Destroy(_tmpSecondPanel);
+ if(_tmpPanelAbove) Destroy(_tmpPanelAbove);
+ }
+
+ private void OnDestroy()
+ {
+ this.ClearPanels();
+ }
+
private void OnTriggerEnter2D(Collider2D collision)
{
- if(collision.tag == "Player")
+ if(collision.tag == "Player" && isAllowedToShowPanels)
{
inRange = true;
- if(SecondPanel.active == false)
+ if(!_tmpSecondPanel)
{
- Panel.SetActive(true);
+ if(!_tmpPanel) {_tmpPanel = Instantiate(Panel, Panel.transform.position, Quaternion.identity, globalGUI.transform); _tmpPanel.transform.localPosition = Panel.transform.position;}
+ //Panel.SetActive(true);
}
else
{
- PanelAbove.SetActive(true);
+ if(!_tmpPanelAbove) { _tmpPanelAbove = Instantiate(PanelAbove, PanelAbove.transform.position, Quaternion.identity, globalGUI.transform); _tmpPanelAbove.transform.localPosition = PanelAbove.transform.position;}
+ //PanelAbove.SetActive(true);
}
}
}
private void OnTriggerStay2D(Collider2D collision)
{
- if (collision.tag == "Player")
+ if (collision.tag == "Player" && isAllowedToShowPanels)
{
inRange = true;
- if(OtherPanel.active == true)
+ if(_tmpOtherPanel) //OtherPanel.active == true
{
- if (SecondPanel.active == false)
+ if (!_tmpSecondPanel) //SecondPanel.active == false
{
- Panel.SetActive(false);
+ if(_tmpPanel) Destroy(_tmpPanel);
+ //Panel.SetActive(false);
}
else
{
- SecondPanel.SetActive(false);
- PanelAbove.SetActive(false);
+ if(_tmpSecondPanel) Destroy(_tmpSecondPanel);
+ if(_tmpPanelAbove) Destroy(_tmpPanelAbove);
+ // SecondPanel.SetActive(false);
+ // PanelAbove.SetActive(false);
}
}
- else if (SecondPanel.active == false)
+ else if (!_tmpSecondPanel) // SecondPanel.active == false
{
- Panel.SetActive(true);
+ if(!_tmpPanel) { _tmpPanel = Instantiate(Panel, Panel.transform.position, Quaternion.identity, globalGUI.transform); _tmpPanel.transform.localPosition = Panel.transform.position;}
+
+ //Panel.SetActive(true);
}
else
{
- PanelAbove.SetActive(true);
+ if(!_tmpPanelAbove) { _tmpPanelAbove = Instantiate(PanelAbove, PanelAbove.transform.position, Quaternion.identity, globalGUI.transform); _tmpPanelAbove.transform.localPosition = PanelAbove.transform.position;}
+ //PanelAbove.SetActive(true);
}
}
}
@@ -64,7 +99,8 @@ public class OpenPanelOnCollision : MonoBehaviour
yield return new WaitForSeconds(0.3f);
if(inRange == false)
{
- Panel.SetActive(false);
+ if(_tmpPanel) Destroy(_tmpPanel);
+ //Panel.SetActive(false);
}
}
@@ -73,7 +109,8 @@ public class OpenPanelOnCollision : MonoBehaviour
yield return new WaitForSeconds(0.3f);
if (inRange == false)
{
- PanelAbove.SetActive(false);
+ if(_tmpPanelAbove) Destroy(_tmpPanelAbove);
+ //PanelAbove.SetActive(false);
}
}
@@ -82,27 +119,32 @@ public class OpenPanelOnCollision : MonoBehaviour
if(obj.active == false)
{
- if (Panel.active == true)
+ if (_tmpPanel) //Panel.active == true
{
- Panel.SetActive(false);
+ Destroy(_tmpPanel);
+ //Panel.SetActive(false);
}
- else if (PanelAbove.active == true)
+ else if (_tmpPanelAbove) //PanelAbove.active == true
{
- PanelAbove.SetActive(false);
+ Destroy(_tmpPanelAbove);
+ //PanelAbove.SetActive(false);
}
}
- if(OtherPanel.active == true)
+ if(_tmpOtherPanel) //OtherPanel.active == true
{
StartCoroutine(Timer1());
}
- if(SecondPanel.active == false)
+ if(!_tmpSecondPanel) //SecondPanel.active == false
{
- if(PanelAbove.active == true)
+ if(_tmpPanelAbove) //PanelAbove.active == true
{
StartCoroutine(Timer2());
- PanelAbove.SetActive(false);
- Panel.SetActive(true);
+ Destroy(_tmpPanelAbove);
+ //PanelAbove.SetActive(false);
+ if(!_tmpPanel) { _tmpPanel = Instantiate(Panel, Panel.transform.position, Quaternion.identity, globalGUI.transform); _tmpPanel.transform.localPosition = Panel.transform.position;}
+
+ //Panel.SetActive(true);
}
}
}
@@ -110,11 +152,11 @@ public class OpenPanelOnCollision : MonoBehaviour
private void OnTriggerExit2D(Collider2D collision)
{
inRange = false;
- if(Panel.active == true)
+ if(_tmpPanel) //Panel.active == true
{
StartCoroutine(Timer1());
}
- else if(PanelAbove.active == true)
+ else if(_tmpPanelAbove) //PanelAbove.active == true
{
StartCoroutine(Timer2());
}
diff --git a/Assets/Prefarbs/ActionPanel.meta b/Assets/Prefarbs/ActionPanel.meta
new file mode 100644
index 00000000..cb358b72
--- /dev/null
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@@ -0,0 +1,8 @@
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+folderAsset: yes
+DefaultImporter:
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+ userData:
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diff --git a/Assets/Prefarbs/ActionPanel/DialoguePanel.prefab b/Assets/Prefarbs/ActionPanel/DialoguePanel.prefab
new file mode 100644
index 00000000..fb5e56e5
--- /dev/null
+++ b/Assets/Prefarbs/ActionPanel/DialoguePanel.prefab
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m_CallState: 2
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+ - m_Target: {fileID: 0}
m_TargetAssemblyTypeName: PickableController, Assembly-CSharp
m_MethodName: SaveCheckpoint
m_Mode: 1
@@ -139377,6 +138629,18 @@ MonoBehaviour:
m_StringArgument:
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+ - m_Target: {fileID: 2146696734}
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diff --git a/Assets/Scripts/Item/EquippableItem.cs b/Assets/Scripts/Item/EquippableItem.cs
index e66e6969..da08f7c7 100644
--- a/Assets/Scripts/Item/EquippableItem.cs
+++ b/Assets/Scripts/Item/EquippableItem.cs
@@ -17,6 +17,7 @@ public enum EquipmentType
}
[CreateAssetMenu]
+[System.Serializable]
public class EquippableItem : Item
{
public int StrengthBonus;
@@ -30,8 +31,11 @@ public class EquippableItem : Item
[Space]
public EquipmentType EquipmentType;
+ public EquippableItem(){}
+
+ public EquippableItem(Item _item) : base(_item){}
+
public EquippableItem(string _name, string _description, int _level, GameObject _itemModel, Sprite _image) : base(_name, _description, _level, _itemModel, _image)
{
-
}
}
diff --git a/Assets/Scripts/Item/Item.cs b/Assets/Scripts/Item/Item.cs
index 65f7d485..c27b9cfe 100644
--- a/Assets/Scripts/Item/Item.cs
+++ b/Assets/Scripts/Item/Item.cs
@@ -50,6 +50,17 @@ public class Item : ScriptableObject
set { itemModel = value; }
}
+ public Item() {}
+
+ public Item(Item _item)
+ {
+ this.Name = _item.Name;
+ this.Description = _item.Description;
+ this.Level = _item.Level;
+ this.ItemModel = _item.ItemModel;
+ this.Image = _item.Image;
+ }
+
public Item(string _name, string _description, int _level, GameObject _itemModel, Sprite _image)
{
this.Name = _name;
@@ -58,4 +69,20 @@ public class Item : ScriptableObject
this.ItemModel = _itemModel;
this.Image = _image;
}
+
+// public void SaveItem()
+// {
+// SaveItemSystem.SaveItem(this);
+// }
+
+// public void LoadItem()
+// {
+// ItemData data = SaveItemSystem.LoadIten();
+
+// id = data.id;
+// name = data.name;
+// description = data.description;
+// level = data.level;
+
+// }
}
diff --git a/Assets/Scripts/Item/PickableController.cs b/Assets/Scripts/Item/PickableController.cs
index af99cfa7..52ae50f6 100644
--- a/Assets/Scripts/Item/PickableController.cs
+++ b/Assets/Scripts/Item/PickableController.cs
@@ -11,20 +11,25 @@ public class PickableController : MonoBehaviour
public bool triggered;
public int isPicked;
+ public int HandleIndexInScelenObjectList;
+
public void Start()
{
+ // if object after beeing created by Instaniate() gets "Clone)" postfix, EquippableItem.name gets this
item.Name = gameObject.name;
- if (PlayerPrefs.GetInt("continued") == 1)
- {
- isPicked = PlayerPrefs.GetInt(name2);
- }
- else
- {
- isPicked = PlayerPrefs.GetInt(name);
- }
+
+ // if (PlayerPrefs.GetInt("continued") == 1)
+ // {
+ // isPicked = PlayerPrefs.GetInt(name2);
+ // }
+ // else
+ // {
+ // isPicked = PlayerPrefs.GetInt(name);
+ // }
if(isPicked == 1)
{
- gameObject.SetActive(false);
+ //gameObject.SetActive(false);
+ Destroy(gameObject);
}
}
@@ -36,8 +41,12 @@ public class PickableController : MonoBehaviour
{
InventoryManager.Instance.AddToInventory(this.item);
isPicked = 1;
- PlayerPrefs.SetInt(name, isPicked);
- gameObject.SetActive(false);
+ //PlayerPrefs.SetInt(name, isPicked);
+ //gameObject.SetActive(false);
+
+ SceneEquippableItemManager.Instance.RemoveDynamicItem(item.name); // remove
+
+ Destroy(gameObject);
}
}
}
@@ -55,9 +64,9 @@ public class PickableController : MonoBehaviour
triggered = false;
}
- public void SaveCheckpoint()
- {
- PlayerPrefs.SetInt(name2, isPicked);
- }
+ // public void SaveCheckpoint()
+ // {
+ // PlayerPrefs.SetInt(name2, isPicked);
+ // }
}
diff --git a/Assets/Scripts/NPCs' Scripts/NPCDialogue.cs b/Assets/Scripts/NPCs' Scripts/NPCDialogue.cs
index 8ea51064..d62fd2c1 100644
--- a/Assets/Scripts/NPCs' Scripts/NPCDialogue.cs
+++ b/Assets/Scripts/NPCs' Scripts/NPCDialogue.cs
@@ -170,9 +170,13 @@ public class NPCDialogue : MonoBehaviour
QuestPanel.SetActive(false);
if(!gameObject.GetComponent().IsTaskAccepted())
{
+ // 1. Add task to palyer quests list
Task myTask = gameObject.GetComponent().AcceptTask();
TaskManager.Instance.AddTask(myTask);
+
+ // 2. Drop Axe On Map
+ gameObject.GetComponent().DropItem();
} else {
Debug.Log("Ten task został juz rozpoczęty!");
}
diff --git a/Assets/Scripts/NPCs' Scripts/NPCQuest.cs b/Assets/Scripts/NPCs' Scripts/NPCQuest.cs
index f3d38fdf..75c29d96 100644
--- a/Assets/Scripts/NPCs' Scripts/NPCQuest.cs
+++ b/Assets/Scripts/NPCs' Scripts/NPCQuest.cs
@@ -10,6 +10,7 @@ public class NPCQuest : MonoBehaviour
get { return quest; }
set { quest = value; }
}
+ [SerializeField] public GameObject axe;
[SerializeField] private bool isTaskAccepted = false;
@@ -19,10 +20,9 @@ public class NPCQuest : MonoBehaviour
this.Quest = new Task(1, "Help the Lumberjack", "Find his axe in the forest and bring it back to him.", TaskHardship.Easy);
}
- // Update is called once per frame
+ // Update is called once per frame
void Update()
{
-
}
public Task AcceptTask()
@@ -36,4 +36,25 @@ public class NPCQuest : MonoBehaviour
{
return this.isTaskAccepted;
}
+
+
+ public void DropItem()
+ {
+ GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
+
+ if(globalGUI)
+ {
+ // 1. Drop item on map
+ GameObject _axe = Instantiate(axe, new Vector3(37.1f, -31.7f, 0), Quaternion.identity, globalGUI.transform);
+ // 1.2 Fix names (prevent add "(Clone)" postfix)
+ _axe.name = axe.name;
+ _axe.GetComponent().item.name = axe.name;
+
+ // 2. Add object to DynamicList in LocalSceneManager
+ SceneEquippableItemManager.Instance.AddDynamicItem(_axe);
+
+ } else {
+ Debug.Log("Can't find global GUI object!!!");
+ }
+ }
}
diff --git a/Assets/Scripts/Objects/GoldOre.cs b/Assets/Scripts/Objects/GoldOre.cs
index e1701b92..396029ec 100644
--- a/Assets/Scripts/Objects/GoldOre.cs
+++ b/Assets/Scripts/Objects/GoldOre.cs
@@ -1,15 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
+using System;
public class GoldOre : MonoBehaviour
{
- [SerializeField] public GameObject dropedItem;
+ [SerializeField] public GameObject goldOre;
// Start is called before the first frame update
void Start()
{
-
}
// Update is called once per frame
@@ -24,7 +24,13 @@ public class GoldOre : MonoBehaviour
if(globalGUI)
{
- Instantiate(dropedItem, gameObject.transform.position, Quaternion.identity, globalGUI.transform);
+ GameObject droppedItem = Instantiate(goldOre, gameObject.transform.position, Quaternion.identity, globalGUI.transform);
+ // Object and also ith binded piclable object gets "(Clone)" to its names - we must cut it
+ droppedItem.name = goldOre.name;
+ droppedItem.GetComponent().item.name = goldOre.name;
+ //droppedItem.GetComponent().HandleIndexInScelenObjectList =
+ SceneEquippableItemManager.Instance.AddDynamicItem(droppedItem);
+
} else {
Debug.Log("Can't find global GUI object!!!");
}
diff --git a/Assets/Scripts/SaveController.cs b/Assets/Scripts/SaveController.cs
index 0e48d8bb..2ddec235 100644
--- a/Assets/Scripts/SaveController.cs
+++ b/Assets/Scripts/SaveController.cs
@@ -18,4 +18,9 @@ public class SaveController : MonoBehaviour
int continued = 1;
PlayerPrefs.SetInt("continued", continued);
}
+
+ public void SaveItems()
+ {
+ SceneEquippableItemManager.Instance.SaveEquippableItems();
+ }
}
diff --git a/Assets/Scripts/SaveSystem.cs b/Assets/Scripts/SaveSystem.cs
new file mode 100644
index 00000000..fce527b5
--- /dev/null
+++ b/Assets/Scripts/SaveSystem.cs
@@ -0,0 +1,12 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System.IO;
+
+public static class SaveSystem
+{
+ public static string GetSavePath(string SubFolder)
+ {
+ return Application.persistentDataPath + "/" + SubFolder;
+ }
+}
diff --git a/Assets/Scripts/SaveSystem.cs.meta b/Assets/Scripts/SaveSystem.cs.meta
new file mode 100644
index 00000000..858bd2ce
--- /dev/null
+++ b/Assets/Scripts/SaveSystem.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/Assets/Scripts/SceneManager.meta b/Assets/Scripts/SceneManager.meta
new file mode 100644
index 00000000..fe1366a0
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+++ b/Assets/Scripts/SceneManager.meta
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diff --git a/Assets/Scripts/SceneManager/SaveItem.meta b/Assets/Scripts/SceneManager/SaveItem.meta
new file mode 100644
index 00000000..f28d449c
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+++ b/Assets/Scripts/SceneManager/SaveItem.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/SceneManager/SaveItem/EquippableItemData.meta b/Assets/Scripts/SceneManager/SaveItem/EquippableItemData.meta
new file mode 100644
index 00000000..d19875cb
--- /dev/null
+++ b/Assets/Scripts/SceneManager/SaveItem/EquippableItemData.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/SceneManager/SaveItem/EquippableItemData/EquippableItemData.cs b/Assets/Scripts/SceneManager/SaveItem/EquippableItemData/EquippableItemData.cs
new file mode 100644
index 00000000..c1608e96
--- /dev/null
+++ b/Assets/Scripts/SceneManager/SaveItem/EquippableItemData/EquippableItemData.cs
@@ -0,0 +1,61 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEditor;
+
+[System.Serializable]
+public class EquippableItemData : ItemData
+{
+ public int strengthBonus;
+
+ public int agilityBonus;
+
+ public int inteligenceBonus;
+
+ public int vitalityBonus;
+
+ public bool isStackable;
+
+ public EquipmentType equipmentType;
+
+ private const string ITEM_LOCALIZATION = "Assets/Items/";
+
+ public EquippableItemData(EquippableItem equippableItem) : base(equippableItem)
+ {
+ strengthBonus = equippableItem.StrengthBonus;
+ agilityBonus = equippableItem.AgilityBonus;
+ inteligenceBonus = equippableItem.InteligenceBonus;
+ vitalityBonus = equippableItem.VitalityBonus;
+
+ isStackable = equippableItem.isStackable;
+ equipmentType = equippableItem.EquipmentType;
+ }
+
+
+ public EquippableItem MapDataToEquippableItem(string prefarbAssetName)
+ {
+ // Find prefarb in Assets/
+ //Debug.Log("MapDataToEquippableItem: " + ITEM_LOCALIZATION + prefarbAssetName + ".asset");
+ EquippableItem equippableItem = (EquippableItem)AssetDatabase.LoadAssetAtPath(ITEM_LOCALIZATION + prefarbAssetName + ".asset", typeof(EquippableItem));
+
+ ///
+ // DONT OVERWRITE PROPERTIES BECOUSE ITS EDIT MAIN OBJECT IN ASSET/
+ ///
+
+ // equippableItem.StrengthBonus = strengthBonus;
+ // equippableItem.AgilityBonus = agilityBonus;
+ // equippableItem.InteligenceBonus = inteligenceBonus;
+ // equippableItem.VitalityBonus = vitalityBonus;
+ // equippableItem.isStackable = isStackable;
+ // equippableItem.EquipmentType = equipmentType;
+
+ // Item item = base.MapDataToItem(prefarbAssetName);
+ // equippableItem.Name = item.Name;
+ // equippableItem.Description = item.Description;
+ // equippableItem.Level = item.Level;
+ // equippableItem.ItemModel = item.ItemModel;
+ // equippableItem.Image = item.Image;
+
+ return equippableItem;
+ }
+}
diff --git a/Assets/Scripts/SceneManager/SaveItem/EquippableItemData/EquippableItemData.cs.meta b/Assets/Scripts/SceneManager/SaveItem/EquippableItemData/EquippableItemData.cs.meta
new file mode 100644
index 00000000..1f9cc7d5
--- /dev/null
+++ b/Assets/Scripts/SceneManager/SaveItem/EquippableItemData/EquippableItemData.cs.meta
@@ -0,0 +1,11 @@
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+guid: 2b75d6e7321021f43b90bf38877adaa5
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/SceneManager/SaveItem/EquippableItemPrefarbAsset.cs b/Assets/Scripts/SceneManager/SaveItem/EquippableItemPrefarbAsset.cs
new file mode 100644
index 00000000..7fc1cd2f
--- /dev/null
+++ b/Assets/Scripts/SceneManager/SaveItem/EquippableItemPrefarbAsset.cs
@@ -0,0 +1,27 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+[System.Serializable]
+public class EquippableItemPrefarbAsset
+{
+ [SerializeField]
+ public string name;
+ [SerializeField]
+ public string prefarbAssetName;
+ [SerializeField]
+ public Vector3 position;
+ [SerializeField]
+ public EquippableItem equippableItem;
+
+ public EquippableItemPrefarbAsset(){}
+
+ public EquippableItemPrefarbAsset(string _name, string _prefarbAssetName, Vector3 _position, EquippableItem _equippableItem)
+ {
+ name = _name;
+ prefarbAssetName = _prefarbAssetName;
+ position = _position;
+ equippableItem = _equippableItem;
+ }
+}
+
diff --git a/Assets/Scripts/SceneManager/SaveItem/EquippableItemPrefarbAsset.cs.meta b/Assets/Scripts/SceneManager/SaveItem/EquippableItemPrefarbAsset.cs.meta
new file mode 100644
index 00000000..d034a1eb
--- /dev/null
+++ b/Assets/Scripts/SceneManager/SaveItem/EquippableItemPrefarbAsset.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 3954b63bce496d04a9fa9f9f1eac3e76
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/SceneManager/SaveItem/EquippableItemPrefarbAssetData.cs b/Assets/Scripts/SceneManager/SaveItem/EquippableItemPrefarbAssetData.cs
new file mode 100644
index 00000000..dfb76b92
--- /dev/null
+++ b/Assets/Scripts/SceneManager/SaveItem/EquippableItemPrefarbAssetData.cs
@@ -0,0 +1,45 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+[System.Serializable]
+public class EquippableItemPrefarbAssetData
+{
+ public string name;
+
+ public string prefarbAssetName;
+
+ public float[] position;
+
+ EquippableItemData equippableItemData;
+
+ public EquippableItemPrefarbAssetData(EquippableItemPrefarbAsset equippableItemPrefarbAsset)
+ {
+ name = equippableItemPrefarbAsset.name;
+ prefarbAssetName = equippableItemPrefarbAsset.prefarbAssetName;
+
+ position = new float[3];
+ position[0] = equippableItemPrefarbAsset.position.x;
+ position[1] = equippableItemPrefarbAsset.position.y;
+ position[2] = equippableItemPrefarbAsset.position.z;
+
+ equippableItemData = this.MapEquippableItemToData(equippableItemPrefarbAsset.equippableItem);
+ }
+
+ public EquippableItemData MapEquippableItemToData(EquippableItem equippableItem)
+ {
+ return new EquippableItemData(equippableItem);
+ }
+
+ public EquippableItemPrefarbAsset MapDataToEquippableItemPrefarbAsset()
+ {
+ EquippableItemPrefarbAsset equippableItemPrefarbAsset = new EquippableItemPrefarbAsset();
+ equippableItemPrefarbAsset.name = this.name;
+ equippableItemPrefarbAsset.prefarbAssetName = this.prefarbAssetName;
+ equippableItemPrefarbAsset.position = new Vector3(this.position[0], this.position[1], this.position[2]);
+
+ equippableItemPrefarbAsset.equippableItem = this.equippableItemData.MapDataToEquippableItem(equippableItemPrefarbAsset.prefarbAssetName);
+
+ return equippableItemPrefarbAsset;
+ }
+}
diff --git a/Assets/Scripts/SceneManager/SaveItem/EquippableItemPrefarbAssetData.cs.meta b/Assets/Scripts/SceneManager/SaveItem/EquippableItemPrefarbAssetData.cs.meta
new file mode 100644
index 00000000..35e74b20
--- /dev/null
+++ b/Assets/Scripts/SceneManager/SaveItem/EquippableItemPrefarbAssetData.cs.meta
@@ -0,0 +1,11 @@
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+guid: 835b159a6f9f2b64883442142387b34c
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/SceneManager/SaveItem/ItemData.meta b/Assets/Scripts/SceneManager/SaveItem/ItemData.meta
new file mode 100644
index 00000000..4796fe35
--- /dev/null
+++ b/Assets/Scripts/SceneManager/SaveItem/ItemData.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: f8f73a42f83f7964fa1578e1dd5b4d61
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/SceneManager/SaveItem/ItemData/ItemData.cs b/Assets/Scripts/SceneManager/SaveItem/ItemData/ItemData.cs
new file mode 100644
index 00000000..62fe57a9
--- /dev/null
+++ b/Assets/Scripts/SceneManager/SaveItem/ItemData/ItemData.cs
@@ -0,0 +1,57 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEditor;
+
+[System.Serializable]
+public class ItemData
+{
+ public int id;
+
+ public string name;
+
+ public string description;
+
+ public int level;
+
+ public string imageName;
+
+ // to handle object created on scene for example after removing from inventory
+ public string itemModelName;
+
+ private const string SPRITE_LOCALIZATION = "Sprites/Object Sprites/";
+ private const string ITEM_LOCALIZATION = "Assets/Items/";
+
+ public ItemData(Item item)
+ {
+ id = item.id;
+ name = item.name;
+ description = item.description;
+ level = item.level;
+ imageName = item.image.name;
+ itemModelName = item.itemModel.name;
+ }
+
+ public Item MapDataToItem(string prefarbAssetName)
+ {
+ // Find prefarb in Assets/
+ Item item = (Item)AssetDatabase.LoadAssetAtPath(ITEM_LOCALIZATION + prefarbAssetName + ".asset", typeof(Item));
+
+ ///
+ // DONT OVERWRITE PROPERTIES BECOUSE ITS EDIT MAIN OBJECT IN ASSET/
+ ///
+
+ // item.Id = this.id;
+ // item.Name = this.name;
+ // item.Description = this.description;
+ // item.Level = this.level;
+
+ // Debug.Log(ITEM_LOCALIZATION + this.imageName);
+ // item.Image = (Sprite)AssetDatabase.LoadAssetAtPath(ITEM_LOCALIZATION + this.imageName, typeof(Sprite));
+ // Debug.Log(item.Image);
+
+ // item.ItemModel = (GameObject)AssetDatabase.LoadAssetAtPath(ITEM_LOCALIZATION + "Gold Ore" + ".prefab", typeof(GameObject));
+
+ return item;
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/SceneManager/SaveItem/ItemData/ItemData.cs.meta b/Assets/Scripts/SceneManager/SaveItem/ItemData/ItemData.cs.meta
new file mode 100644
index 00000000..dfe484cb
--- /dev/null
+++ b/Assets/Scripts/SceneManager/SaveItem/ItemData/ItemData.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 01f6c1524dc8c994ab2711e2db01939e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Scripts/SceneManager/SaveItem/SaveEquitableItemSystem.cs b/Assets/Scripts/SceneManager/SaveItem/SaveEquitableItemSystem.cs
new file mode 100644
index 00000000..05dfd66c
--- /dev/null
+++ b/Assets/Scripts/SceneManager/SaveItem/SaveEquitableItemSystem.cs
@@ -0,0 +1,104 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System.IO;
+using System.Runtime.Serialization.Formatters.Binary;
+
+public static class SaveEquippableItemSystem
+{
+
+ private static string map;
+
+ public static void SaveEquitableItem(EquippableItemPrefarbAsset equitabbleItem, string ElementFolderName)
+ {
+ BinaryFormatter formatter = new BinaryFormatter();
+ // todo: add in scene name folder
+ string path = SaveSystem.GetSavePath(ElementFolderName);
+Debug.Log(path);
+ if (!Directory.Exists(path))
+ Directory.CreateDirectory(path);
+
+ path += "/" + equitabbleItem.name + ".fun";
+
+ FileStream stream = new FileStream(path, FileMode.Create);
+
+ EquippableItemPrefarbAssetData data = new EquippableItemPrefarbAssetData(equitabbleItem);
+
+ formatter.Serialize(stream, data);
+ stream.Close();
+ }
+
+ public static void SaveEquitableItemList(List equitabbleItemList, string _path, string ElementName)
+ {
+ BinaryFormatter formatter = new BinaryFormatter();
+ // todo: add in scene name folder
+ string path = SaveSystem.GetSavePath(_path);
+Debug.Log("Saved EquitableItemList at " + path);
+ if (!Directory.Exists(path))
+ Directory.CreateDirectory(path);
+
+ path += "/" + ElementName + ".fun";
+
+ FileStream stream = new FileStream(path, FileMode.Create);
+
+ List data = new List();
+
+ foreach(EquippableItemPrefarbAsset equitabbleItem in equitabbleItemList)
+ {
+ data.Add(new EquippableItemPrefarbAssetData(equitabbleItem));
+ }
+
+ formatter.Serialize(stream, data);
+ stream.Close();
+ }
+
+ private static void Save()
+ {
+
+ }
+
+ public static EquippableItemPrefarbAssetData LoadEquitableItem(string equitabbleItemName, string ElementFolderName)
+ {
+ string path = SaveSystem.GetSavePath(ElementFolderName) + "/" + equitabbleItemName;// + ".fun";
+
+ if(File.Exists(path))
+ {
+ BinaryFormatter formatter = new BinaryFormatter();
+ FileStream stream = new FileStream(path, FileMode.Open);
+
+ EquippableItemPrefarbAssetData equitabbleItem = formatter.Deserialize(stream) as EquippableItemPrefarbAssetData;
+ stream.Close();
+
+ return equitabbleItem;
+ } else {
+ Debug.Log("Save file not found in " + path);
+ return null;
+ }
+ }
+
+ public static List LoadEquitableItemList(string _path, string ElementName)
+ {
+ string path = SaveSystem.GetSavePath(_path) + "/" + ElementName + ".fun";
+
+ if(File.Exists(path))
+ {
+
+ BinaryFormatter formatter = new BinaryFormatter();
+ FileStream stream = new FileStream(path, FileMode.Open);
+
+ List equitabbleItemList = formatter.Deserialize(stream) as List;
+ stream.Close();
+
+ return equitabbleItemList;
+ } else {
+ Debug.Log("Save file not found in " + path);
+ return null;
+ }
+ }
+
+ private static void Load()
+ {
+
+ }
+
+}
diff --git a/Assets/Scripts/SceneManager/SaveItem/SaveEquitableItemSystem.cs.meta b/Assets/Scripts/SceneManager/SaveItem/SaveEquitableItemSystem.cs.meta
new file mode 100644
index 00000000..5e3fd98b
--- /dev/null
+++ b/Assets/Scripts/SceneManager/SaveItem/SaveEquitableItemSystem.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: e310cb217d0da98469b1cadfef21871c
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/SceneManager/SceneEquippableItemManager.cs b/Assets/Scripts/SceneManager/SceneEquippableItemManager.cs
new file mode 100644
index 00000000..a367f279
--- /dev/null
+++ b/Assets/Scripts/SceneManager/SceneEquippableItemManager.cs
@@ -0,0 +1,347 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEditor;
+using UnityEngine.SceneManagement;
+using System.IO;
+using System.Linq;
+
+// only for eqipptable items
+public class SceneEquippableItemManager : MonoBehaviour
+{
+ private const string GameObjectLocalization = "Assets/Items/";
+
+ private const string AssetLocalization = "Assets/Items/";
+
+ private const string DYNAMIC_ELEMENT = "/DynamicElements/";
+ private const string STATIC_ELEMENT = "/StaticElements/";
+
+ // content skrzyni (docelowo skrzynia + jej content)
+
+ ///
+ /// Handle manually setuped object properties
+ /// eg. npc, minions, chest content
+ ///
+ [SerializeField]
+ public List StaticElements;
+
+ ///
+ /// Handle dynamic object properties
+ /// eg. dropped items
+ ///
+ // PrefarbAsset
+ [SerializeField]
+ public List DynamicElements;
+
+ public bool isNewGame = true;
+ public bool isContinued = false;
+ public string MapName;
+ public string ElementFolderName = "EquippableItem";
+ public string ItemsListName = "EquippableItemList";
+
+ public static SceneEquippableItemManager Instance;
+
+ public void Awake()
+ {
+ if(Instance == null)
+ {
+ this.MapName = SceneManager.GetActiveScene().name;
+
+ if(isNewGame) // in new game dynamicItemsList is defaulty empty
+ {
+ BuildItems(StaticElements);
+
+ }else if(isContinued)
+ {
+ LoadEquippableItems();
+
+ BuildItems(DynamicElements);
+ }
+
+ Instance = this;
+
+
+ }else if (Instance != this)
+ {
+ Destroy(gameObject);
+ }
+
+
+ }
+
+ public void Start()
+ {
+ // BuildDynamicItems();
+ //SaveEquippableItems();
+ LoadEquippableItems();
+ BuildItems(StaticElements);
+ BuildItems(DynamicElements);
+
+ }
+
+ // public void AddDynamicItem(GameObject object) {
+ // //EquippableItem item = object.GetComponent().Item;
+ // //EquippableItemPrefarbAsset equippableItemPrefarbAsset = new EquippableItemPrefarbAsset(item.name, object.name, object.transform.position, item);
+ // //this.dynamicItems.Add(equippableItemPrefarbAsset);
+ // }
+
+ public int AddDynamicItem(GameObject dynamicObject)
+ {
+ EquippableItem item = dynamicObject.GetComponent().item;
+ EquippableItemPrefarbAsset equippableItemPrefarbAsset = new EquippableItemPrefarbAsset(item.name, dynamicObject.name, dynamicObject.transform.position, item);
+
+ this.DynamicElements.Add(equippableItemPrefarbAsset);
+
+ return this.DynamicElements.Count - 1;
+ }
+
+ public void RemoveDynamicItem(string name)
+ {
+ // 1. Fetch all matched items
+ List equippableItemPrefarbAssetList = this.DynamicElements.Where(eqItemAss => eqItemAss.name == name).ToList();
+
+ // 2. Remove them
+ this.DynamicElements.RemoveAll(eqItemAss => eqItemAss.name == name);
+ }
+
+ public void RemoveDynamicEquippableItem(EquippableItemPrefarbAsset equippableItemPrefarbAsset)
+ {
+ }
+
+ public void BuildItems(List equippableItemPrefarbAssetList)
+ {
+ foreach(EquippableItemPrefarbAsset equippableItemPrefarbAsset in equippableItemPrefarbAssetList)
+ {
+
+ GameObject newEquippableItemObject = (GameObject)AssetDatabase.LoadAssetAtPath(GameObjectLocalization + equippableItemPrefarbAsset.prefarbAssetName + ".prefab", typeof(GameObject));
+
+ if(!newEquippableItemObject)
+ {
+ Debug.Log("Can't find prefarb by name " + equippableItemPrefarbAsset.prefarbAssetName);
+ break;
+ }
+
+
+ GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
+
+ if(globalGUI)
+ {
+ // 1. Create gameObject by handled prefarb
+ // 2. SetUp
+ // 2.1 Set position
+ GameObject equippableItem = Instantiate(newEquippableItemObject, equippableItemPrefarbAsset.position, Quaternion.identity, globalGUI.transform);
+
+ // 2.2 Set name
+ equippableItem.name = equippableItemPrefarbAsset.name;
+
+ equippableItem.transform.SetParent(globalGUI.transform);
+ // 2.3 Set pransform
+ //equippableItem.transform.localScale = new Vector3(0.4f, 0.4f, 1);
+ // Debug.Log(equippableItemPrefarbAsset.position);
+ //equippableItem.transform.localPosition = equippableItemPrefarbAsset.position;
+
+ // 3. SetUp object properties
+ // 3.1 find object
+ string[] assetNames = AssetDatabase.FindAssets("t:EquippableItem", new[] { AssetLocalization });
+ foreach (string SOName in assetNames)
+ {
+ var SOpath = AssetDatabase.GUIDToAssetPath(SOName);
+
+ if(SOpath.Contains(equippableItemPrefarbAsset.prefarbAssetName + ".asset"))
+ {
+ // 3.2 set EquippableItem object
+ equippableItem.GetComponent().item = AssetDatabase.LoadAssetAtPath(SOpath);
+ break;
+ }
+ }
+
+
+ } else {
+ Debug.Log("Can't find global GUI object!!!");
+ break;
+ }
+ }
+ }
+
+ /// Save both list of EquippableItems
+ public void SaveEquippableItems()
+ {
+ // 1. staticElements
+ this.SaveStaticEquippableItemsList();
+
+ // 2. dynamicItems
+ this.SaveDynamicEquippableItemsList();
+
+ /// Load One element example
+ // foreach(EquippableItemPrefarbAsset equippableItemPrefarbAsset in equippableItemPrefarbAssetList)
+ // {
+ // SaveEquippableItemSystem.SaveEquitableItem(equippableItemPrefarbAsset, this.MapName + "/" + this.ElementFolderName); // change to SaveEquippableItemSystem for EquippableItemPrefarbAsset
+ // }
+
+ }
+
+ #region Static list of EquippableItem Save
+ private void SaveStaticEquippableItemsList()
+ {
+ // Case I - if we remember all list
+ // 1) if after removed item form DynamicList is empty - remove all file
+ // 2) if after removed item form DynamciList there are another one - save updated list again
+ if(this.StaticElements.Count > 0) {
+ SaveEquippableItemSystem.SaveEquitableItemList(this.StaticElements, this.MapName + STATIC_ELEMENT, this.ItemsListName); // change to SaveEquippableItemSystem for EquippableItemPrefarbAsset
+ } else {
+ string _path = SaveSystem.GetSavePath(this.MapName + STATIC_ELEMENT) + "/" + this.ItemsListName + ".fun";
+
+ try
+ {
+ Debug.Log("File to remove: " + _path);
+
+ if(File.Exists(_path))
+ {
+ File.Delete(_path);
+ }
+ }
+ catch (IOException ioExp)
+ {
+ Debug.LogError(ioExp.Message);
+ }
+ }
+
+ // Case II - if we rememenber object per file
+ // 1) remove specyfic file
+ //
+ // Unfortunatelly we don't use this way of saving items yet :D
+ }
+ #endregion
+
+ #region Dynamic list of EquippableItem Save
+ private void SaveDynamicEquippableItemsList()
+ {
+ // Case I - if we remember all list
+ // 1) if after removed item form DynamicList is empty - remove all file
+ // 2) if after removed item form DynamciList there are another one - save updated list again
+ if(this.DynamicElements.Count > 0) {
+ SaveEquippableItemSystem.SaveEquitableItemList(this.DynamicElements, this.MapName + DYNAMIC_ELEMENT, this.ItemsListName); // change to SaveEquippableItemSystem for EquippableItemPrefarbAsset
+ } else {
+ string _path = SaveSystem.GetSavePath(this.MapName + DYNAMIC_ELEMENT) + "/" + this.ItemsListName + ".fun";
+
+ try
+ {
+ Debug.Log("File to remove: " + _path);
+
+ if(File.Exists(_path))
+ {
+ File.Delete(_path);
+ }
+ }
+ catch (IOException ioExp)
+ {
+ Debug.LogError(ioExp.Message);
+ }
+ }
+
+ // Case II - if we rememenber object per file
+ // 1) remove specyfic file
+ //
+ // Unfortunatelly we don't use this way of saving items yet :D
+ }
+ #endregion
+
+ public void LoadEquippableItems()
+ {
+ // if continue -> search files with content in save path
+
+ // if new game -> build objects from default configuration
+
+ this.LoadDynamicEquippableItemsList();
+
+ ///
+ /// DID WE REALLY NEED TO LOAD (or even remembered) THIS LIST????
+ ///
+
+ //this.LoadStaticEquippableItemsList();
+ }
+
+
+ #region Dynamic list of EquippableItem Loader
+ public void LoadDynamicEquippableItem()
+ {
+ string path = SaveSystem.GetSavePath(this.MapName + DYNAMIC_ELEMENT + this.ElementFolderName);
+
+ if (!Directory.Exists(path)) // if not exists thats mean there was nothing saved yet - nothing to load
+ return;
+
+ FileInfo[] fileInfo = new DirectoryInfo(path).GetFiles();
+
+ foreach(FileInfo file in fileInfo)
+ {
+ Debug.Log(file.FullName);
+
+ EquippableItemPrefarbAssetData equippableItemPrefarbAssetData = SaveEquippableItemSystem.LoadEquitableItem(file.Name, this.MapName + DYNAMIC_ELEMENT + this.ElementFolderName);
+
+ DynamicElements.Add(equippableItemPrefarbAssetData.MapDataToEquippableItemPrefarbAsset());
+ }
+ }
+
+ public void LoadDynamicEquippableItemsList()
+ {
+ string path = SaveSystem.GetSavePath(this.MapName + DYNAMIC_ELEMENT);
+
+ if (!Directory.Exists(path)) // if not exists thats mean there was nothing saved yet - nothing to load
+ return;
+
+ FileInfo[] fileInfo = new DirectoryInfo(path).GetFiles();
+
+ foreach(FileInfo file in fileInfo)
+ {
+ if(file.Name != this.ItemsListName + ".fun")
+ continue;
+
+ List equippableItemPrefarbAssetDataList = SaveEquippableItemSystem.LoadEquitableItemList(this.MapName + DYNAMIC_ELEMENT, this.ItemsListName);
+
+ foreach(EquippableItemPrefarbAssetData equippableItemPrefarbAssetData in equippableItemPrefarbAssetDataList)
+ DynamicElements.Add(equippableItemPrefarbAssetData.MapDataToEquippableItemPrefarbAsset());
+ }
+ }
+ #endregion
+
+ #region Static list of EquippableItem Loader
+ public void LoadStaticEquippableItem()
+ {
+ string path = SaveSystem.GetSavePath(this.MapName + STATIC_ELEMENT + this.ElementFolderName);
+
+ if (!Directory.Exists(path)) // if not exists thats mean there was nothing saved yet - nothing to load
+ return;
+
+ FileInfo[] fileInfo = new DirectoryInfo(path).GetFiles();
+
+ foreach(FileInfo file in fileInfo)
+ {
+ Debug.Log(file.FullName);
+
+ EquippableItemPrefarbAssetData equippableItemPrefarbAssetData = SaveEquippableItemSystem.LoadEquitableItem(file.Name, this.MapName + STATIC_ELEMENT + this.ElementFolderName);
+
+ StaticElements.Add(equippableItemPrefarbAssetData.MapDataToEquippableItemPrefarbAsset());
+ }
+ }
+
+ public void LoadStaticEquippableItemsList()
+ {
+ string path = SaveSystem.GetSavePath(this.MapName + STATIC_ELEMENT);
+
+ if (!Directory.Exists(path)) // if not exists thats mean there was nothing saved yet - nothing to load
+ return;
+
+ FileInfo[] fileInfo = new DirectoryInfo(path).GetFiles();
+
+ foreach(FileInfo file in fileInfo)
+ {
+ Debug.Log(file.FullName);
+
+ List equippableItemPrefarbAssetDataList = SaveEquippableItemSystem.LoadEquitableItemList(this.MapName + STATIC_ELEMENT, this.ItemsListName);
+
+ foreach(EquippableItemPrefarbAssetData equippableItemPrefarbAssetData in equippableItemPrefarbAssetDataList)
+ StaticElements.Add(equippableItemPrefarbAssetData.MapDataToEquippableItemPrefarbAsset());
+ }
+ }
+ #endregion
+}
diff --git a/Assets/Scripts/SceneManager/SceneEquippableItemManager.cs.meta b/Assets/Scripts/SceneManager/SceneEquippableItemManager.cs.meta
new file mode 100644
index 00000000..b9efb698
--- /dev/null
+++ b/Assets/Scripts/SceneManager/SceneEquippableItemManager.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 3414ebe7b0de81b47a6726905f4c1322
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/closePossibleButtonInfo.cs b/Assets/closePossibleButtonInfo.cs
index 4044a55d..5bba66df 100644
--- a/Assets/closePossibleButtonInfo.cs
+++ b/Assets/closePossibleButtonInfo.cs
@@ -1,23 +1,57 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
+using System.Linq;
public class closePossibleButtonInfo : MonoBehaviour
{
- public GameObject Panel;
- public GameObject EPanel;
- public GameObject SpacePanel;
- public GameObject EPanel1;
- public GameObject SpacePanel1;
+ [SerializeField]
+ public List Panels; // for Quest panel && Dialogue Panel and in future for all others which could require to close info-panels
+
+
+ public List actionPanels = new List{"E-InteractivePanel", "E-InteractivePanelAbove", "Spacebar-InteractivePanel", "Spacebar-InteractivePanelAbove"};
void Update()
{
- if(Panel.active == true)
+ int index = Panels.FindIndex(panel => panel.active == true);
+
+ if (index >= 0)
{
- EPanel.SetActive(false);
- EPanel1.SetActive(false);
- SpacePanel.SetActive(false);
- SpacePanel1.SetActive(false);
+
+ // BRUTAL AND NAIVE SOLUTION
+ // TODO rewrite during refactoring dialogue panels module !!! - 18.06.2022
+
+ // EPanel.SetActive(false);
+ // EPanel1.SetActive(false);
+ // SpacePanel.SetActive(false);
+ // SpacePanel1.SetActive(false);
+
+ // the same solution prescribed for the needs of dynamic toolpits - also rewrite later -
+ // TODO - cahne whole logic
+
+
+
+ // 1. Fetch "space hit" and all other panels and destroy them if exists as GUI object children
+ // Because its in "Update" object are destroyed all time - again and again and again - when cndition is met
+
+
+ // TODO
+ // add action which will block open action-into-panels again if one of "Panels" is currently opened and allow this after close
+ // add condition for each object whisch have "OpenPanelOnCollision" script
+ // GetComponent().isAllowedToShowPanels = false;
+
+ GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
+ foreach (Transform eachChild in globalGUI.transform) {
+
+ int match = actionPanels.FindIndex(actionPanelName => (actionPanelName == eachChild.name || actionPanelName + "(Clone)" == eachChild.name));
+
+ if(match >= 0)
+ {
+ //Debug.Log("Destroy " + eachChild.name);
+ Destroy(eachChild.gameObject);
+ }
+
+ }
}
}
}
diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset
index 54041df8..2965118b 100644
--- a/UserSettings/EditorUserSettings.asset
+++ b/UserSettings/EditorUserSettings.asset
@@ -30,10 +30,10 @@ EditorUserSettings:
value: 22424703114646680e0b0227036c72111f1958072926337e38271427fb
flags: 0
RecentlyUsedScenePath-8:
- value: 22424703114646680e0b0227036c7c1100123d24383a273e2e2c5326ece92021
+ value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d
flags: 0
RecentlyUsedScenePath-9:
- value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d
+ value: 22424703114646680e0b0227036c7c1100123d24383a273e2e2c5326ece92021
flags: 0
vcSharedLogLevel:
value: 0d5e400f0650