Add scene manager for items

Start rebuild Save & Load game system
This commit is contained in:
kabix09 2022-06-17 22:22:19 +02:00
parent af2542f26d
commit 602c94726a
55 changed files with 9606 additions and 2354 deletions

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@ -51,16 +51,19 @@
<Compile Include="Assets\Scripts\SettingsButton.cs" /> <Compile Include="Assets\Scripts\SettingsButton.cs" />
<Compile Include="Assets\Scripts\UI\ISlot.cs" /> <Compile Include="Assets\Scripts\UI\ISlot.cs" />
<Compile Include="Assets\Scripts\Enemies&apos; Scprits\Enemy.cs" /> <Compile Include="Assets\Scripts\Enemies&apos; Scprits\Enemy.cs" />
<Compile Include="Assets\Scripts\Objects\GoldOre.cs" />
<Compile Include="Assets\closePossibleButtonInfo.cs" /> <Compile Include="Assets\closePossibleButtonInfo.cs" />
<Compile Include="Assets\BreakOre.cs" /> <Compile Include="Assets\BreakOre.cs" />
<Compile Include="Assets\Scripts\Inventory\InventorySlot.cs" /> <Compile Include="Assets\Scripts\Inventory\InventorySlot.cs" />
<Compile Include="Assets\Scripts\Task\TaskPanelController.cs" /> <Compile Include="Assets\Scripts\Task\TaskPanelController.cs" />
<Compile Include="Assets\Scripts\Task\TaskManager.cs" /> <Compile Include="Assets\Scripts\Task\TaskManager.cs" />
<Compile Include="Assets\Scripts\QuitGame.cs" /> <Compile Include="Assets\Scripts\QuitGame.cs" />
<Compile Include="Assets\Scripts\SceneManager\SaveItem\EquippableItemData\EquippableItemData.cs" />
<Compile Include="Assets\NewGame.cs" /> <Compile Include="Assets\NewGame.cs" />
<Compile Include="Assets\Scripts\Knockback.cs" /> <Compile Include="Assets\Scripts\Knockback.cs" />
<Compile Include="Assets\Scripts\Inventory\InventoryManager.cs" /> <Compile Include="Assets\Scripts\Inventory\InventoryManager.cs" />
<Compile Include="Assets\Scripts\Dialogue.cs" /> <Compile Include="Assets\Scripts\Dialogue.cs" />
<Compile Include="Assets\Scripts\SceneManager\SaveItem\ItemData\ItemData.cs" />
<Compile Include="Assets\Scripts\Item\ItemSlot.cs" /> <Compile Include="Assets\Scripts\Item\ItemSlot.cs" />
<Compile Include="Assets\Scripts\Item\Item.cs" /> <Compile Include="Assets\Scripts\Item\Item.cs" />
<Compile Include="Assets\Scripts\Equipment\EquipmentPanelController.cs" /> <Compile Include="Assets\Scripts\Equipment\EquipmentPanelController.cs" />
@ -70,14 +73,18 @@
<Compile Include="Assets\CloseIfQuestPanel.cs" /> <Compile Include="Assets\CloseIfQuestPanel.cs" />
<Compile Include="Assets\TreeParticleEffect.cs" /> <Compile Include="Assets\TreeParticleEffect.cs" />
<Compile Include="Assets\SaveMusicSettings.cs" /> <Compile Include="Assets\SaveMusicSettings.cs" />
<Compile Include="Assets\Scripts\SceneManager\SaveItem\EquippableItemPrefarbAssetData.cs" />
<Compile Include="Assets\Scripts\Equipment\EquipmentSlot.cs" /> <Compile Include="Assets\Scripts\Equipment\EquipmentSlot.cs" />
<Compile Include="Assets\Scripts\DealDamage.cs" /> <Compile Include="Assets\Scripts\DealDamage.cs" />
<Compile Include="Assets\Scripts\SaveSoundSettings.cs" /> <Compile Include="Assets\Scripts\SaveSoundSettings.cs" />
<Compile Include="Assets\Scripts\MenuGUI.cs" /> <Compile Include="Assets\Scripts\MenuGUI.cs" />
<Compile Include="Assets\Scripts\SaveSystem.cs" />
<Compile Include="Assets\Scripts\NPCs&apos; Scripts\NPCQuest.cs" /> <Compile Include="Assets\Scripts\NPCs&apos; Scripts\NPCQuest.cs" />
<Compile Include="Assets\Scripts\Task\Task.cs" /> <Compile Include="Assets\Scripts\Task\Task.cs" />
<Compile Include="Assets\Scripts\FloatValue.cs" /> <Compile Include="Assets\Scripts\FloatValue.cs" />
<Compile Include="Assets\Scripts\SceneManager\SaveItem\SaveEquitableItemSystem.cs" />
<Compile Include="Assets\Scripts\Item\EquippableItem.cs" /> <Compile Include="Assets\Scripts\Item\EquippableItem.cs" />
<Compile Include="Assets\Scripts\SceneManager\LocalSceneManager.cs" />
<Compile Include="Assets\PlayerName.cs" /> <Compile Include="Assets\PlayerName.cs" />
<Compile Include="Assets\breakable.cs" /> <Compile Include="Assets\breakable.cs" />
<Compile Include="Assets\Scripts\Task\TaskBox.cs" /> <Compile Include="Assets\Scripts\Task\TaskBox.cs" />
@ -90,6 +97,7 @@
<Compile Include="Assets\Scripts\Item\PickableController.cs" /> <Compile Include="Assets\Scripts\Item\PickableController.cs" />
<Compile Include="Assets\Scripts\Chest\ChestController.cs" /> <Compile Include="Assets\Scripts\Chest\ChestController.cs" />
<Compile Include="Assets\Scripts\DoorBehaviour.cs" /> <Compile Include="Assets\Scripts\DoorBehaviour.cs" />
<Compile Include="Assets\Scripts\SceneManager\SaveItem\EquippableItemPrefarbAsset.cs" />
<Compile Include="Assets\Scripts\Enemies&apos; Scprits\PatrollingEnemy.cs" /> <Compile Include="Assets\Scripts\Enemies&apos; Scprits\PatrollingEnemy.cs" />
<Compile Include="Assets\Scripts\Chest\ChestPanelController.cs" /> <Compile Include="Assets\Scripts\Chest\ChestPanelController.cs" />
<Compile Include="Assets\Scripts\Inventory\InventoryPanelController.cs" /> <Compile Include="Assets\Scripts\Inventory\InventoryPanelController.cs" />

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@ -49,6 +49,7 @@ public class BreakOre : MonoBehaviour
gameObject.SetActive(false); gameObject.SetActive(false);
PlayerPrefs.SetInt(name, isBroken); PlayerPrefs.SetInt(name, isBroken);
Debug.Log("drop item"); Debug.Log("drop item");
// drop item
gameObject.GetComponent<GoldOre>().DropItem(); gameObject.GetComponent<GoldOre>().DropItem();
} }
yield return new WaitForSeconds(1); yield return new WaitForSeconds(1);

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@ -13,7 +13,7 @@ MonoBehaviour:
m_Name: Pickaxe m_Name: Pickaxe
m_EditorClassIdentifier: m_EditorClassIdentifier:
id: 0 id: 0
name: Pickaxe1 name: pickaxe_test
description: Example pickaxe description: Example pickaxe
level: 1 level: 1
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@ -10,50 +10,85 @@ public class OpenPanelOnCollision : MonoBehaviour
public GameObject SecondPanel; public GameObject SecondPanel;
public GameObject PanelAbove; 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; public GameObject obj;
private bool inRange = false; 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) private void OnTriggerEnter2D(Collider2D collision)
{ {
if(collision.tag == "Player") if(collision.tag == "Player" && isAllowedToShowPanels)
{ {
inRange = true; 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 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) private void OnTriggerStay2D(Collider2D collision)
{ {
if (collision.tag == "Player") if (collision.tag == "Player" && isAllowedToShowPanels)
{ {
inRange = true; 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 else
{ {
SecondPanel.SetActive(false); if(_tmpSecondPanel) Destroy(_tmpSecondPanel);
PanelAbove.SetActive(false); 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 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); yield return new WaitForSeconds(0.3f);
if(inRange == false) 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); yield return new WaitForSeconds(0.3f);
if (inRange == false) 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(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()); StartCoroutine(Timer1());
} }
if(SecondPanel.active == false) if(!_tmpSecondPanel) //SecondPanel.active == false
{ {
if(PanelAbove.active == true) if(_tmpPanelAbove) //PanelAbove.active == true
{ {
StartCoroutine(Timer2()); StartCoroutine(Timer2());
PanelAbove.SetActive(false); Destroy(_tmpPanelAbove);
Panel.SetActive(true); //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) private void OnTriggerExit2D(Collider2D collision)
{ {
inRange = false; inRange = false;
if(Panel.active == true) if(_tmpPanel) //Panel.active == true
{ {
StartCoroutine(Timer1()); StartCoroutine(Timer1());
} }
else if(PanelAbove.active == true) else if(_tmpPanelAbove) //PanelAbove.active == true
{ {
StartCoroutine(Timer2()); StartCoroutine(Timer2());
} }

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@ -17,6 +17,7 @@ public enum EquipmentType
} }
[CreateAssetMenu] [CreateAssetMenu]
[System.Serializable]
public class EquippableItem : Item public class EquippableItem : Item
{ {
public int StrengthBonus; public int StrengthBonus;
@ -30,8 +31,11 @@ public class EquippableItem : Item
[Space] [Space]
public EquipmentType EquipmentType; 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) public EquippableItem(string _name, string _description, int _level, GameObject _itemModel, Sprite _image) : base(_name, _description, _level, _itemModel, _image)
{ {
} }
} }

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@ -50,6 +50,17 @@ public class Item : ScriptableObject
set { itemModel = value; } 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) public Item(string _name, string _description, int _level, GameObject _itemModel, Sprite _image)
{ {
this.Name = _name; this.Name = _name;
@ -58,4 +69,20 @@ public class Item : ScriptableObject
this.ItemModel = _itemModel; this.ItemModel = _itemModel;
this.Image = _image; 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;
// }
} }

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@ -11,20 +11,25 @@ public class PickableController : MonoBehaviour
public bool triggered; public bool triggered;
public int isPicked; public int isPicked;
public int HandleIndexInScelenObjectList;
public void Start() public void Start()
{ {
// if object after beeing created by Instaniate() gets "Clone)" postfix, EquippableItem.name gets this
item.Name = gameObject.name; item.Name = gameObject.name;
if (PlayerPrefs.GetInt("continued") == 1)
{ // if (PlayerPrefs.GetInt("continued") == 1)
isPicked = PlayerPrefs.GetInt(name2); // {
} // isPicked = PlayerPrefs.GetInt(name2);
else // }
{ // else
isPicked = PlayerPrefs.GetInt(name); // {
} // isPicked = PlayerPrefs.GetInt(name);
// }
if(isPicked == 1) if(isPicked == 1)
{ {
gameObject.SetActive(false); //gameObject.SetActive(false);
Destroy(gameObject);
} }
} }
@ -36,8 +41,12 @@ public class PickableController : MonoBehaviour
{ {
InventoryManager.Instance.AddToInventory(this.item); InventoryManager.Instance.AddToInventory(this.item);
isPicked = 1; isPicked = 1;
PlayerPrefs.SetInt(name, isPicked); //PlayerPrefs.SetInt(name, isPicked);
gameObject.SetActive(false); //gameObject.SetActive(false);
SceneEquippableItemManager.Instance.RemoveDynamicItem(item.name); // remove
Destroy(gameObject);
} }
} }
} }
@ -55,9 +64,9 @@ public class PickableController : MonoBehaviour
triggered = false; triggered = false;
} }
public void SaveCheckpoint() // public void SaveCheckpoint()
{ // {
PlayerPrefs.SetInt(name2, isPicked); // PlayerPrefs.SetInt(name2, isPicked);
} // }
} }

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@ -170,9 +170,13 @@ public class NPCDialogue : MonoBehaviour
QuestPanel.SetActive(false); QuestPanel.SetActive(false);
if(!gameObject.GetComponent<NPCQuest>().IsTaskAccepted()) if(!gameObject.GetComponent<NPCQuest>().IsTaskAccepted())
{ {
// 1. Add task to palyer quests list
Task myTask = gameObject.GetComponent<NPCQuest>().AcceptTask(); Task myTask = gameObject.GetComponent<NPCQuest>().AcceptTask();
TaskManager.Instance.AddTask(myTask); TaskManager.Instance.AddTask(myTask);
// 2. Drop Axe On Map
gameObject.GetComponent<NPCQuest>().DropItem();
} else { } else {
Debug.Log("Ten task został juz rozpoczęty!"); Debug.Log("Ten task został juz rozpoczęty!");
} }

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@ -10,6 +10,7 @@ public class NPCQuest : MonoBehaviour
get { return quest; } get { return quest; }
set { quest = value; } set { quest = value; }
} }
[SerializeField] public GameObject axe;
[SerializeField] private bool isTaskAccepted = false; [SerializeField] private bool isTaskAccepted = false;
@ -22,7 +23,6 @@ public class NPCQuest : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
} }
public Task AcceptTask() public Task AcceptTask()
@ -36,4 +36,25 @@ public class NPCQuest : MonoBehaviour
{ {
return this.isTaskAccepted; 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<PickableController>().item.name = axe.name;
// 2. Add object to DynamicList in LocalSceneManager
SceneEquippableItemManager.Instance.AddDynamicItem(_axe);
} else {
Debug.Log("Can't find global GUI object!!!");
}
}
} }

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@ -1,15 +1,15 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using System;
public class GoldOre : MonoBehaviour public class GoldOre : MonoBehaviour
{ {
[SerializeField] public GameObject dropedItem; [SerializeField] public GameObject goldOre;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
} }
// Update is called once per frame // Update is called once per frame
@ -24,7 +24,13 @@ public class GoldOre : MonoBehaviour
if(globalGUI) 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<PickableController>().item.name = goldOre.name;
//droppedItem.GetComponent<PickableController>().HandleIndexInScelenObjectList =
SceneEquippableItemManager.Instance.AddDynamicItem(droppedItem);
} else { } else {
Debug.Log("Can't find global GUI object!!!"); Debug.Log("Can't find global GUI object!!!");
} }

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@ -18,4 +18,9 @@ public class SaveController : MonoBehaviour
int continued = 1; int continued = 1;
PlayerPrefs.SetInt("continued", continued); PlayerPrefs.SetInt("continued", continued);
} }
public void SaveItems()
{
SceneEquippableItemManager.Instance.SaveEquippableItems();
}
} }

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@ -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;
}
}

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@ -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;
}
}

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@ -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;
}
}

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@ -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;
}
}

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@ -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;
}
}

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@ -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<EquippableItemPrefarbAsset> 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<EquippableItemPrefarbAssetData> data = new List<EquippableItemPrefarbAssetData>();
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<EquippableItemPrefarbAssetData> 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<EquippableItemPrefarbAssetData> equitabbleItemList = formatter.Deserialize(stream) as List<EquippableItemPrefarbAssetData>;
stream.Close();
return equitabbleItemList;
} else {
Debug.Log("Save file not found in " + path);
return null;
}
}
private static void Load()
{
}
}

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@ -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)
/// <Summary>
/// Handle manually setuped object properties
/// eg. npc, minions, chest content
/// </Summary>
[SerializeField]
public List<EquippableItemPrefarbAsset> StaticElements;
/// <Summary>
/// Handle dynamic object properties
/// eg. dropped items
/// </Summary>
// PrefarbAsset
[SerializeField]
public List<EquippableItemPrefarbAsset> 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<PickableController>().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<PickableController>().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<EquippableItemPrefarbAsset> 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<EquippableItemPrefarbAsset> 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<PickableController>().item = AssetDatabase.LoadAssetAtPath<EquippableItem>(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();
/// <summary>
/// DID WE REALLY NEED TO LOAD (or even remembered) THIS LIST????
/// </summary>
//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<EquippableItemPrefarbAssetData> 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<EquippableItemPrefarbAssetData> equippableItemPrefarbAssetDataList = SaveEquippableItemSystem.LoadEquitableItemList(this.MapName + STATIC_ELEMENT, this.ItemsListName);
foreach(EquippableItemPrefarbAssetData equippableItemPrefarbAssetData in equippableItemPrefarbAssetDataList)
StaticElements.Add(equippableItemPrefarbAssetData.MapDataToEquippableItemPrefarbAsset());
}
}
#endregion
}

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@ -1,23 +1,57 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using System.Linq;
public class closePossibleButtonInfo : MonoBehaviour public class closePossibleButtonInfo : MonoBehaviour
{ {
public GameObject Panel; [SerializeField]
public GameObject EPanel; public List<GameObject> Panels; // for Quest panel && Dialogue Panel and in future for all others which could require to close info-panels
public GameObject SpacePanel;
public GameObject EPanel1;
public GameObject SpacePanel1; public List<string> actionPanels = new List<string>{"E-InteractivePanel", "E-InteractivePanelAbove", "Spacebar-InteractivePanel", "Spacebar-InteractivePanelAbove"};
void Update() void Update()
{ {
if(Panel.active == true) int index = Panels.FindIndex(panel => panel.active == true);
if (index >= 0)
{ {
EPanel.SetActive(false);
EPanel1.SetActive(false); // BRUTAL AND NAIVE SOLUTION
SpacePanel.SetActive(false); // TODO rewrite during refactoring dialogue panels module !!! - 18.06.2022
SpacePanel1.SetActive(false);
// 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<OpenPanelOnCollision>().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);
}
}
} }
} }
} }

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