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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 +++ b/Assets/Prefarbs/ActionPanel.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a119bcb1083fe584d9fa28bd1fd8f761 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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 @@ -0,0 +1,419 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &1885730411804952347 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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} } 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 @@ +fileFormatVersion: 2 +guid: 2102a8ad08aba3746afd06ad6dd508d9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SceneManager.meta b/Assets/Scripts/SceneManager.meta new file mode 100644 index 00000000..fe1366a0 --- /dev/null +++ b/Assets/Scripts/SceneManager.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c8c5e5dadc149fd41b44ad222a147a02 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/SceneManager/SaveItem.meta b/Assets/Scripts/SceneManager/SaveItem.meta new file mode 100644 index 00000000..f28d449c --- /dev/null +++ b/Assets/Scripts/SceneManager/SaveItem.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 548b485870d670642bf4533d56921bdd +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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 @@ +fileFormatVersion: 2 +guid: e39995ada1a75cf4bb0857afc6d14d67 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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 @@ +fileFormatVersion: 2 +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 @@ +fileFormatVersion: 2 +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: + assetBundleName: + assetBundleVariant: 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