Add inventory Drag & Drop
Simple code refaactor
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.gitignore
vendored
1
.gitignore
vendored
@ -6,3 +6,4 @@
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[Bb]uilds/
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[Ll]ogs/
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[Mm]emoryCaptures/
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.vs
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@ -10,7 +10,8 @@
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProductVersion>10.0.20506</ProductVersion>
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<SchemaVersion>2.0</SchemaVersion>
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<RootNamespace></RootNamespace>
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<RootNamespace>
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</RootNamespace>
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<ProjectGuid>{F58AF4E0-3E6D-54B1-523D-8F755DC8E665}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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@ -48,7 +49,7 @@
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</PropertyGroup>
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<ItemGroup>
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<Compile Include="Assets\Scripts\SettingsButton.cs" />
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<Compile Include="Assets\Scripts\Enemies' Scprits\Enemy.cs" />
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<Compile Include="Assets\Scripts\Enemies' Scprits\Enemy.cs" />
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<Compile Include="Assets\Scripts\DragDropItemManager.cs" />
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<Compile Include="Assets\Scripts\Inventory\InventorySlot.cs" />
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<Compile Include="Assets\Scripts\QuitGame.cs" />
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@ -64,15 +65,24 @@
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<Compile Include="Assets\Scripts\FloatValue.cs" />
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<Compile Include="Assets\Scripts\Item\EquippableItem.cs" />
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<Compile Include="Assets\breakable.cs" />
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<Compile Include="Assets\Scripts\Enemies' Scprits\FollowingEnemy.cs" />
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<Compile Include="Assets\Scripts\Enemies' Scprits\FollowingEnemy.cs" />
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<Compile Include="Assets\Scripts\Item\PickableController.cs" />
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<Compile Include="Assets\Scripts\Objects' Scripts\Chest.cs" />
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<Compile Include="Assets\Scripts\Chest\ChestController.cs" />
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<Compile Include="Assets\Scripts\DoorBehaviour.cs" />
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<Compile Include="Assets\Scripts\Enemies' Scprits\PatrollingEnemy.cs" />
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<Compile Include="Assets\Scripts\Enemies' Scprits\PatrollingEnemy.cs" />
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<Compile Include="Assets\Scripts\Chest\ChestPanelController.cs" />
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<Compile Include="Assets\Scripts\Inventory\InventoryPanelController.cs" />
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<Compile Include="Assets\Scripts\ChangeScene.cs" />
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<Compile Include="Assets\NPCDialogue.cs" />
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<Compile Include="Assets\Scripts\Player.cs" />
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<Compile Include="Assets\Scripts\UI\BasePanelController.cs" />
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<Compile Include="Assets\Scripts\UI\BaseWarehouseController.cs" />
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<Compile Include="Assets\Scripts\UI\IPanel.cs" />
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<Compile Include="Assets\Scripts\UI\ISlot.cs" />
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<None Include="Assets\Scripts\UI\BasePanelController.cs.meta" />
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<None Include="Assets\Scripts\UI\BaseWarehouseController.cs.meta" />
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<None Include="Assets\Scripts\UI\IPanel.cs.meta" />
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<None Include="Assets\Scripts\UI\ISlot.cs.meta" />
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<None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap.shader" />
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Assets/Prefarbs/Inventory UI/inventory_slot.prefab.meta
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72
Assets/Scripts/Chest/ChestController.cs
Normal file
72
Assets/Scripts/Chest/ChestController.cs
Normal file
@ -0,0 +1,72 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ChestController : BaseWarehouseController
|
||||
{
|
||||
[SerializeField] public GameObject chest;
|
||||
[SerializeField] public List<Item> developerList = new List<Item>(); // FOR DEVELOPER TESTE - remove later !!!
|
||||
|
||||
bool isTrigerred = false;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
chest = gameObject; // set object on current GameObject
|
||||
|
||||
// FOR DEVELOPER TESTE - remove later !!!
|
||||
for(int i = 0; i < developerList.Count; i++)
|
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{
|
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SetItemOnPosition(i, developerList[i]);
|
||||
}
|
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}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (this._panel && this.isTrigerred && !this.isOpen) // we can open chest only when its closed
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.E))
|
||||
{
|
||||
this.OpenPanel();
|
||||
InventoryManager.Instance.OpenPanel();
|
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}
|
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}
|
||||
}
|
||||
|
||||
void OnTriggerExit2D(Collider2D collision)
|
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{
|
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if (this._panel != null)
|
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{
|
||||
this.ClosePanel();
|
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}
|
||||
|
||||
this.isTrigerred = false;
|
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}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
if (collision.tag == "Player")
|
||||
{
|
||||
this.isTrigerred = true;
|
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}
|
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}
|
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|
||||
|
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public override void ClosePanel()
|
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{
|
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base.ClosePanel();
|
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InventoryManager.Instance.ClosePanel();
|
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}
|
||||
|
||||
protected override void SetupPanel()
|
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{
|
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if(this.dynamicPanel)
|
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{
|
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this.dynamicPanel.GetComponent<ChestPanelController>().Setup(gameObject, _items);
|
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}
|
||||
}
|
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// WARNING
|
||||
// DANGER - functon override position which may be not free
|
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|
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}
|
@ -5,210 +5,43 @@ using UnityEngine.UI;
|
||||
using UnityEngine.EventSystems;
|
||||
using System;
|
||||
|
||||
public class ChestPanelController : MonoBehaviour
|
||||
public class ChestPanelController : BasePanelController
|
||||
{
|
||||
[Header("Chest Information")]
|
||||
[SerializeField] private GameObject chest; // chest to which the panel belongs
|
||||
[SerializeField] private GameObject chestPanel;
|
||||
[SerializeField] private Button chestPanelCloseButton;
|
||||
[Space]
|
||||
[SerializeField] private GameObject blankChestSlot;
|
||||
|
||||
[SerializeField] public Image draggableItem;
|
||||
[SerializeField] private Image _tmp;
|
||||
private ItemSlot draggedSlot;
|
||||
|
||||
|
||||
[SerializeField] public const int MAX_SLOT_CUNT = 6*8;
|
||||
[Space]
|
||||
public List<ChestSlot> itemSlots = new List<ChestSlot>();
|
||||
|
||||
public event Action<ItemSlot> OnBeginDragEvent;
|
||||
public event Action<ItemSlot> OnEndDragEvent;
|
||||
public event Action<ItemSlot> OnDragEvent;
|
||||
public event Action<ItemSlot> OnDropEvent;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
InitInventorySlots();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
if(chestPanelCloseButton)
|
||||
{
|
||||
chestPanelCloseButton.onClick.AddListener(CloseOnClick);
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
}
|
||||
|
||||
void CloseOnClick()
|
||||
public override void CloseOnClick()
|
||||
{
|
||||
Destroy(gameObject); // destroy panel
|
||||
|
||||
if(chest)
|
||||
if(_instance)
|
||||
{
|
||||
chest.GetComponent<Chest>().CloseChest();
|
||||
_instance.GetComponent<ChestController>().ClosePanel();
|
||||
}
|
||||
}
|
||||
|
||||
void InitInventorySlots()
|
||||
public void Setup(GameObject _chest, Dictionary<int, Item> _chestItems)
|
||||
{
|
||||
if(chestPanel)
|
||||
_instance = _chest;
|
||||
|
||||
base.Setup(_chestItems);
|
||||
}
|
||||
|
||||
protected override ISlot SetupSlot(int key, GameObject _parent)
|
||||
{
|
||||
for(int i = 0; i < MAX_SLOT_CUNT; i++)
|
||||
{
|
||||
ChestSlot newSlot = Instantiate(blankChestSlot, chestPanel.transform.position, Quaternion.identity).GetComponent<ChestSlot>();
|
||||
newSlot.transform.SetParent(chestPanel.transform);
|
||||
ChestSlot _tmpSlot = Instantiate(_blankSlot, _parent.transform.position, Quaternion.identity).GetComponent<ChestSlot>();
|
||||
|
||||
_tmpSlot.transform.SetParent(_parent.transform);
|
||||
|
||||
newSlot.SetupInventorySlot(i, null, this);
|
||||
_tmpSlot.SetupSlot(key, null, this);
|
||||
|
||||
// Set new Slot instance
|
||||
itemSlots.Add(newSlot);
|
||||
|
||||
// Assign events
|
||||
itemSlots[i].OnBeginDragEvent += BeginDrag;
|
||||
itemSlots[i].OnEndDragEvent +=EndDrag;
|
||||
itemSlots[i].OnDragEvent += Drag;
|
||||
itemSlots[i].OnDropEvent += Drop;
|
||||
}
|
||||
}
|
||||
return _tmpSlot;
|
||||
}
|
||||
|
||||
public void SetupChest(GameObject _chest, Dictionary<int, Item> _chestItems)
|
||||
{
|
||||
chest = _chest;
|
||||
|
||||
SetPanelItems(_chestItems);
|
||||
}
|
||||
// Islot - > Aslot
|
||||
// - > B slots
|
||||
|
||||
private void SetPanelItems(Dictionary<int, Item> _itemsList)
|
||||
{
|
||||
foreach(int key in _itemsList.Keys)
|
||||
{
|
||||
itemSlots[key].SetItem(_itemsList[key]);
|
||||
}
|
||||
}
|
||||
// Ipanel -> Apanel
|
||||
// -> B panel
|
||||
|
||||
public bool AddItem(Item _item)
|
||||
{
|
||||
for(int i = 0; i < itemSlots.Count; i++)
|
||||
{
|
||||
if(itemSlots[i].Item == null)
|
||||
{
|
||||
itemSlots[i].Item = _item;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool RemoveItem(Item _item)
|
||||
{
|
||||
for(int i = 0; i < itemSlots.Count; i++)
|
||||
{
|
||||
if(itemSlots[i].Item == _item)
|
||||
{
|
||||
itemSlots[i].Item = null;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool IsFull()
|
||||
{
|
||||
for(int i = 0; i < itemSlots.Count; i++)
|
||||
{
|
||||
if(itemSlots[i].Item == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private void MakeDraggableItem(ItemSlot itemSlot)
|
||||
{
|
||||
if(_tmp)
|
||||
{
|
||||
_tmp.enabled = true;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
|
||||
|
||||
if(globalGUI)
|
||||
{
|
||||
_tmp = Instantiate(draggableItem, draggableItem.transform.position, Quaternion.identity, globalGUI.transform);
|
||||
_tmp.transform.localPosition = chestPanel.transform.position;
|
||||
_tmp.sprite = itemSlot.Item.Image;
|
||||
_tmp.transform.position = Input.mousePosition;
|
||||
_tmp.enabled = true;
|
||||
} else {
|
||||
Debug.Log("Can't find global GUI object!!!");
|
||||
}
|
||||
}
|
||||
|
||||
public void BeginDrag(ItemSlot itemSlot)
|
||||
{
|
||||
if(itemSlot.Item != null)
|
||||
{
|
||||
draggedSlot = itemSlot;
|
||||
|
||||
MakeDraggableItem(itemSlot);
|
||||
}
|
||||
}
|
||||
|
||||
public void EndDrag(ItemSlot itemSlot)
|
||||
{
|
||||
draggedSlot = null;
|
||||
|
||||
DestroyImmediate(_tmp.gameObject, true);
|
||||
}
|
||||
|
||||
public void Drag(ItemSlot itemSlot)
|
||||
{
|
||||
_tmp.transform.position = Input.mousePosition;
|
||||
}
|
||||
|
||||
public void Drop(ItemSlot dropItemSlot)
|
||||
{
|
||||
if(dropItemSlot.CanReceiveItem(draggedSlot.Item) && draggedSlot.CanReceiveItem(dropItemSlot.Item))
|
||||
{
|
||||
EquippableItem dragItem = draggedSlot.Item as EquippableItem;
|
||||
EquippableItem dropItem = dropItemSlot.Item as EquippableItem;
|
||||
|
||||
// for changing chest to evuuipment or onventory panel !!!!
|
||||
|
||||
// if(draggedSlot is EquipmentSlot)
|
||||
// {
|
||||
// if(dragItem != null) dragItem.Unequip(this);
|
||||
// if(dropItem != null) dropItem.Equip(this);
|
||||
// }
|
||||
|
||||
// if(dropItemSlot is EquipmentSlot)
|
||||
// {
|
||||
// if(dragItem != null) dragItem.Equip(this);
|
||||
// if(dropItem != null) dropItem.Unequip(this);
|
||||
// }
|
||||
|
||||
Item draggedItem = draggedSlot.Item; // remember temporary currently dragged item
|
||||
|
||||
draggedSlot.Item = dropItemSlot.Item;
|
||||
dropItemSlot.Item = draggedItem;
|
||||
|
||||
// update items position in chest slots
|
||||
// - after close paned - items dont reset its positions
|
||||
chest.GetComponent<Chest>().SetItemOnPosition(draggedSlot.Number, draggedSlot.Item);
|
||||
chest.GetComponent<Chest>().SetItemOnPosition(dropItemSlot.Number, dropItemSlot.Item);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------
|
||||
// will work differently depending if its chest, inventory or equipment panel
|
||||
|
@ -3,12 +3,24 @@ using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
||||
public class InventoryManager : MonoBehaviour
|
||||
public class InventoryManager : BaseWarehouseController
|
||||
{
|
||||
public static int MAX_ITEMS = 5;
|
||||
|
||||
public static InventoryManager Instance;
|
||||
public List<EquippableItem> items = new List<EquippableItem>();
|
||||
|
||||
// temporary delegate dragged item to outside static object instance to remember it
|
||||
[Space]
|
||||
[SerializeField]
|
||||
protected ISlot _draggedSlot;
|
||||
public ISlot DraggedSlot
|
||||
{
|
||||
get { return _draggedSlot; }
|
||||
set
|
||||
{
|
||||
_draggedSlot = value;
|
||||
}
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@ -23,14 +35,24 @@ public class InventoryManager : MonoBehaviour
|
||||
|
||||
public void AddToInventory(EquippableItem pickable)
|
||||
{
|
||||
if(this.items.Count <= MAX_ITEMS)
|
||||
if(this._items.Count <= MAX_ITEMS)
|
||||
{
|
||||
this.items.Add(pickable);
|
||||
this._items[this._items.Count] = pickable;
|
||||
}else {
|
||||
// show popup - inventory is full
|
||||
Debug.Log("Cent add - Inventory is full");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
protected override void SetupPanel()
|
||||
{
|
||||
if(this.dynamicPanel)
|
||||
{
|
||||
this.dynamicPanel.GetComponent<InventoryPanelController>().Setup(gameObject, _items);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// public void DropItem()
|
||||
// {
|
||||
|
||||
|
68
Assets/Scripts/Inventory/InventoryPanelController.cs
Normal file
68
Assets/Scripts/Inventory/InventoryPanelController.cs
Normal file
@ -0,0 +1,68 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.EventSystems;
|
||||
using System;
|
||||
|
||||
public class InventoryPanelController : BasePanelController
|
||||
{
|
||||
|
||||
public override void CloseOnClick()
|
||||
{
|
||||
Destroy(gameObject); // destroy panel
|
||||
|
||||
InventoryManager.Instance.GetComponent<InventoryManager>().ClosePanel();
|
||||
}
|
||||
|
||||
public void Setup(GameObject _inventory, Dictionary<int, Item> _items)
|
||||
{
|
||||
_instance = _inventory;
|
||||
|
||||
base.Setup(_items);
|
||||
}
|
||||
|
||||
protected override ISlot SetupSlot(int key, GameObject _parent)
|
||||
{
|
||||
InventorySlot _tmpSlot = Instantiate(_blankSlot, _parent.transform.position, Quaternion.identity).GetComponent<InventorySlot>();
|
||||
_tmpSlot.transform.SetParent(_parent.transform);
|
||||
|
||||
_tmpSlot.SetupSlot(key, null, this);
|
||||
|
||||
return _tmpSlot;
|
||||
}
|
||||
|
||||
// public void Drop(ItemSlot<InventoryPanelController> dropItemSlot)
|
||||
// {
|
||||
// if(dropItemSlot.CanReceiveItem(draggedSlot.Item) && draggedSlot.CanReceiveItem(dropItemSlot.Item))
|
||||
// {
|
||||
// EquippableItem dragItem = draggedSlot.Item as EquippableItem;
|
||||
// EquippableItem dropItem = dropItemSlot.Item as EquippableItem;
|
||||
|
||||
// // for changing chest to evuuipment or onventory panel !!!!
|
||||
|
||||
// if(draggedSlot is EquipmentSlot)
|
||||
// {
|
||||
// if(dragItem != null) dragItem.Unequip(this);
|
||||
// if(dropItem != null) dropItem.Equip(this);
|
||||
// }
|
||||
|
||||
// if(dropItemSlot is EquipmentSlot)
|
||||
// {
|
||||
// if(dragItem != null) dragItem.Equip(this);
|
||||
// if(dropItem != null) dropItem.Unequip(this);
|
||||
// }
|
||||
|
||||
// Item draggedItem = draggedSlot.Item; // remember temporary currently dragged item
|
||||
|
||||
// draggedSlot.Item = dropItemSlot.Item;
|
||||
// dropItemSlot.Item = draggedItem;
|
||||
|
||||
// // update items position in chest slots
|
||||
// // - after close paned - items dont reset its positions
|
||||
// _inventory.GetComponent<InventoryManager>().SetItemOnPosition(draggedSlot.Number, draggedSlot.Item);
|
||||
// _inventory.GetComponent<InventoryManager>().SetItemOnPosition(dropItemSlot.Number, dropItemSlot.Item);
|
||||
// }
|
||||
// }
|
||||
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8a6334ce379c25c458826dcd25b5e1ec
|
||||
guid: d0bff20d6fb721a449df16891030739a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
@ -6,11 +6,7 @@ public class InventorySlot : ItemSlot
|
||||
{
|
||||
public override bool CanReceiveItem(Item item)
|
||||
{
|
||||
if(Item == null)
|
||||
return true;
|
||||
|
||||
EquippableItem equippableItem = item as EquippableItem;
|
||||
return equippableItem != null;
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -6,18 +6,13 @@ using UnityEngine.UI;
|
||||
using UnityEngine.EventSystems;
|
||||
using System; // for Action type
|
||||
|
||||
public class ItemSlot : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDragHandler, IDropHandler
|
||||
public class ItemSlot : MonoBehaviour, ISlot, IBeginDragHandler, IEndDragHandler, IDragHandler, IDropHandler
|
||||
{
|
||||
[Header("UI Stuff to change")]
|
||||
[SerializeField] private TextMeshProUGUI slotItemNumberText;
|
||||
[SerializeField] private Image itemImage;
|
||||
|
||||
public ChestPanelController chestPanelController;
|
||||
|
||||
public event Action<ItemSlot> OnBeginDragEvent;
|
||||
public event Action<ItemSlot> OnEndDragEvent;
|
||||
public event Action<ItemSlot> OnDragEvent;
|
||||
public event Action<ItemSlot> OnDropEvent;
|
||||
public BasePanelController _PanelController;
|
||||
|
||||
private Color normalColor = Color.white;
|
||||
private Color disabledColor = new Color(1, 1, 1, 0); // transparency = 0
|
||||
@ -48,11 +43,14 @@ public class ItemSlot : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDrag
|
||||
}
|
||||
public int countStackableItems = 0;
|
||||
|
||||
public event Action<ItemSlot> OnBeginDragEvent;
|
||||
public event Action<ItemSlot> OnEndDragEvent;
|
||||
public event Action<ItemSlot> OnDragEvent;
|
||||
public event Action<ItemSlot> OnDropEvent;
|
||||
|
||||
|
||||
public void SetupInventorySlot(int _number, Item _item, ChestPanelController _chestPanelController)
|
||||
public void SetupSlot(int _number, Item _item, BasePanelController _PanelController)
|
||||
{
|
||||
chestPanelController = _chestPanelController;
|
||||
this._PanelController = _PanelController;
|
||||
|
||||
Number = _number;
|
||||
|
||||
@ -99,11 +97,6 @@ public class ItemSlot : MonoBehaviour, IBeginDragHandler, IEndDragHandler, IDrag
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
}
|
||||
|
||||
public virtual bool CanReceiveItem(Item item)
|
||||
{
|
||||
return true;
|
||||
|
@ -1,92 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Chest : MonoBehaviour
|
||||
{
|
||||
[SerializeField] public GameObject chest;
|
||||
[SerializeField] public GameObject chestPanel;
|
||||
[SerializeField] public List<Item> developerList = new List<Item>(); // FOR DEVELOPER TESTE - remove later !!!
|
||||
|
||||
[SerializeField]
|
||||
public Dictionary<int, Item> itemsList = new Dictionary<int, Item>();
|
||||
|
||||
private GameObject dynamicPanel; // UI elemend created during script work
|
||||
|
||||
bool isOpen = false;
|
||||
bool isTrigerred = false;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
chest = gameObject; // set object on current GameObject
|
||||
|
||||
// FOR DEVELOPER TESTE - remove later !!!
|
||||
for(int i = 0; i < developerList.Count; i++)
|
||||
{
|
||||
SetItemOnPosition(i, developerList[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (chestPanel && isTrigerred && !isOpen) // we can open chest only when its closed
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.E))
|
||||
{
|
||||
OpenChest();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnTriggerExit2D(Collider2D collision)
|
||||
{
|
||||
if (chestPanel != null)
|
||||
{
|
||||
CloseChest();
|
||||
}
|
||||
|
||||
isTrigerred = false;
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
if (collision.tag == "Player")
|
||||
{
|
||||
isTrigerred = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void OpenChest()
|
||||
{
|
||||
GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
|
||||
|
||||
if(globalGUI)
|
||||
{
|
||||
dynamicPanel = Instantiate(chestPanel, chestPanel.transform.position, Quaternion.identity, globalGUI.transform); // 4'th arg allow set object as child
|
||||
|
||||
dynamicPanel.transform.localPosition = chestPanel.transform.position; // prevent overwritten position by... environment???
|
||||
|
||||
dynamicPanel.GetComponent<ChestPanelController>().SetupChest(gameObject, itemsList); // bind pandel to current chest
|
||||
|
||||
isOpen = true;
|
||||
} else {
|
||||
Debug.Log("Can't find global GUI object!!!");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void CloseChest()
|
||||
{
|
||||
Destroy(dynamicPanel); // destroy object from scene
|
||||
isOpen = false;
|
||||
}
|
||||
|
||||
// WARNING
|
||||
// DANGER - functon override position which may be not free
|
||||
public void SetItemOnPosition(int _keyPosition, Item _item)
|
||||
{
|
||||
itemsList[_keyPosition] = _item;
|
||||
}
|
||||
}
|
8
Assets/Scripts/UI.meta
Normal file
8
Assets/Scripts/UI.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9477ac7958629984098c425d3a3a64fe
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
224
Assets/Scripts/UI/BasePanelController.cs
Normal file
224
Assets/Scripts/UI/BasePanelController.cs
Normal file
@ -0,0 +1,224 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.EventSystems;
|
||||
using System;
|
||||
|
||||
abstract public class BasePanelController : MonoBehaviour
|
||||
// where _slotT: ISlot // (A -> D, B, C)
|
||||
{
|
||||
[Header("Panel Information")]
|
||||
[SerializeField] protected GameObject _panel;
|
||||
[SerializeField] protected GameObject _blankSlot;
|
||||
[SerializeField] protected Button _panelCloseButton;
|
||||
|
||||
[Header("Object Informations")]
|
||||
[SerializeField] protected GameObject _instance;
|
||||
|
||||
// SYF
|
||||
[Header("Dragged Informations")]
|
||||
[SerializeField] protected Image _itemTemplate;
|
||||
[SerializeField] protected Image _tmp;
|
||||
|
||||
|
||||
[Header("Slots List")]
|
||||
[SerializeField] public const int MAX_SLOT_CUNT = 6 * 8;
|
||||
[SerializeField] public List<ISlot> _itemSlots = new List<ISlot>();
|
||||
|
||||
|
||||
// public event Action<ISlot> OnBeginDragEvent;
|
||||
// public event Action<ISlot> OnEndDragEvent;
|
||||
// public event Action<ISlot> OnDragEvent;
|
||||
// public event Action<ISlot> OnDropEvent;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_instance = gameObject;
|
||||
|
||||
this.InitPanelSlots();
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
if(_panelCloseButton)
|
||||
{
|
||||
_panelCloseButton.onClick.AddListener(CloseOnClick);
|
||||
}
|
||||
}
|
||||
|
||||
public abstract void CloseOnClick();
|
||||
|
||||
|
||||
#region Main logic
|
||||
protected abstract ISlot SetupSlot(int key, GameObject _parent);
|
||||
|
||||
protected void InitPanelSlots()
|
||||
{
|
||||
if(_panel)
|
||||
{
|
||||
for(int i = 0; i < MAX_SLOT_CUNT; i++)
|
||||
{
|
||||
ISlot newSlot = SetupSlot(i, _panel);
|
||||
|
||||
// Set new Slot instance
|
||||
_itemSlots.Add(newSlot);
|
||||
|
||||
// Assign events
|
||||
_itemSlots[i].OnBeginDragEvent += BeginDrag;
|
||||
_itemSlots[i].OnEndDragEvent += EndDrag;
|
||||
_itemSlots[i].OnDragEvent += Drag;
|
||||
_itemSlots[i].OnDropEvent += Drop;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected void MakeDraggableItem(ItemSlot itemSlot)
|
||||
{
|
||||
if(_tmp)
|
||||
{
|
||||
_tmp.enabled = true;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
|
||||
|
||||
if(globalGUI)
|
||||
{
|
||||
_tmp = Instantiate(_itemTemplate, _itemTemplate.transform.position, Quaternion.identity, globalGUI.transform);
|
||||
_tmp.transform.localPosition = _panel.transform.position;
|
||||
_tmp.sprite = itemSlot.Item.Image;
|
||||
_tmp.transform.position = Input.mousePosition;
|
||||
_tmp.enabled = true;
|
||||
} else {
|
||||
Debug.Log("Can't find global GUI object!!!");
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region setup panel with content
|
||||
public void Setup(Dictionary<int, Item> _items)
|
||||
{
|
||||
SetPanelItems(_items);
|
||||
}
|
||||
|
||||
private void SetPanelItems(Dictionary<int, Item> _items)
|
||||
{
|
||||
foreach(int key in _items.Keys)
|
||||
{
|
||||
_itemSlots[key].SetItem(_items[key]);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region base panel operations
|
||||
public bool AddItem(Item _item)
|
||||
{
|
||||
for(int i = 0; i < _itemSlots.Count; i++)
|
||||
{
|
||||
if(_itemSlots[i].Item == null)
|
||||
{
|
||||
_itemSlots[i].Item = _item;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool RemoveItem(Item _item)
|
||||
{
|
||||
for(int i = 0; i < _itemSlots.Count; i++)
|
||||
{
|
||||
if(_itemSlots[i].Item == _item)
|
||||
{
|
||||
_itemSlots[i].Item = null;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool IsFull()
|
||||
{
|
||||
for(int i = 0; i < _itemSlots.Count; i++)
|
||||
{
|
||||
if(_itemSlots[i].Item == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Drag & Drop
|
||||
public void BeginDrag(ItemSlot itemSlot)
|
||||
{
|
||||
if (itemSlot.Item != null)
|
||||
{
|
||||
InventoryManager.Instance.DraggedSlot = itemSlot;
|
||||
|
||||
MakeDraggableItem(itemSlot);
|
||||
}
|
||||
}
|
||||
|
||||
public void EndDrag(ItemSlot itemSlot)
|
||||
{
|
||||
InventoryManager.Instance.DraggedSlot = null;
|
||||
|
||||
DestroyImmediate(_tmp.gameObject, true);
|
||||
|
||||
// apply list of items
|
||||
for (int i = 0; i < _itemSlots.Count; i++)
|
||||
{
|
||||
if (_itemSlots[i].Item != null)
|
||||
{
|
||||
_instance.GetComponent<BaseWarehouseController>().SetItemOnPosition(i, _itemSlots[i].Item);
|
||||
}
|
||||
else
|
||||
{
|
||||
_instance.GetComponent<BaseWarehouseController>().RemoveItemFromPosition(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Drag(ItemSlot itemSlot)
|
||||
{
|
||||
_tmp.transform.position = Input.mousePosition;
|
||||
}
|
||||
|
||||
public void Drop(ItemSlot dropItemSlot)
|
||||
{
|
||||
if (dropItemSlot.CanReceiveItem(InventoryManager.Instance.DraggedSlot.Item) && InventoryManager.Instance.DraggedSlot.CanReceiveItem(dropItemSlot.Item))
|
||||
{
|
||||
EquippableItem dragItem = InventoryManager.Instance.DraggedSlot.Item as EquippableItem;
|
||||
EquippableItem dropItem = dropItemSlot.Item as EquippableItem;
|
||||
|
||||
// for changing chest to evuuipment or onventory panel !!!!
|
||||
|
||||
// if(draggedSlot is EquipmentSlot)
|
||||
// {
|
||||
// if(dragItem != null) dragItem.Unequip(this);
|
||||
// if(dropItem != null) dropItem.Equip(this);
|
||||
// }
|
||||
|
||||
// if(dropItemSlot is EquipmentSlot)
|
||||
// {
|
||||
// if(dragItem != null) dragItem.Equip(this);
|
||||
// if(dropItem != null) dropItem.Unequip(this);
|
||||
// }
|
||||
|
||||
Item draggedItem = InventoryManager.Instance.DraggedSlot.Item; // remember temporary currently dragged item
|
||||
|
||||
InventoryManager.Instance.DraggedSlot.Item = dropItemSlot.Item;
|
||||
dropItemSlot.Item = draggedItem;
|
||||
|
||||
// update items position in chest slots
|
||||
// - after close paned - items dont reset its positions
|
||||
_instance.GetComponent<BaseWarehouseController>().SetItemOnPosition(InventoryManager.Instance.DraggedSlot.Number, InventoryManager.Instance.DraggedSlot.Item);
|
||||
_instance.GetComponent<BaseWarehouseController>().SetItemOnPosition(dropItemSlot.Number, dropItemSlot.Item);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
11
Assets/Scripts/UI/BasePanelController.cs.meta
Normal file
11
Assets/Scripts/UI/BasePanelController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 15919bbecc01e444bbe2a22c7840a518
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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65
Assets/Scripts/UI/BaseWarehouseController.cs
Normal file
65
Assets/Scripts/UI/BaseWarehouseController.cs
Normal file
@ -0,0 +1,65 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
// T will be type panel: inventory, equipment, chest
|
||||
abstract public class BaseWarehouseController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] public GameObject _panel;
|
||||
[SerializeField] public Dictionary<int, Item> _items = new Dictionary<int, Item>();
|
||||
|
||||
|
||||
protected GameObject dynamicPanel;
|
||||
|
||||
public bool isOpen = false;
|
||||
|
||||
|
||||
// Create panel instance on scene on special position and passed content (item list)
|
||||
public void OpenPanel()
|
||||
{
|
||||
GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
|
||||
|
||||
if(globalGUI)
|
||||
{
|
||||
this.dynamicPanel = Instantiate(_panel, _panel.transform.position, Quaternion.identity, globalGUI.transform); // 4'th arg allow set object as child
|
||||
|
||||
this.dynamicPanel.transform.localPosition = _panel.transform.position; // prevent overwritten position by... environment???
|
||||
|
||||
this.SetupPanel(); // bind pandel to current chest
|
||||
|
||||
isOpen = true;
|
||||
} else {
|
||||
Debug.Log("Can't find global GUI object!!!");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public virtual void ClosePanel()
|
||||
{
|
||||
Destroy(dynamicPanel);
|
||||
isOpen = false;
|
||||
}
|
||||
|
||||
protected abstract void SetupPanel();
|
||||
|
||||
// public virtual void CloseOnClick()
|
||||
// {
|
||||
// Destroy(gameObject); // destroy panel
|
||||
|
||||
// if(_panel)
|
||||
// {
|
||||
// _inventory.GetComponent<InventoryManager>().ClosePanel();
|
||||
// }
|
||||
// }
|
||||
|
||||
public void SetItemOnPosition(int _keyPosition, Item _item)
|
||||
{
|
||||
this._items[_keyPosition] = _item;
|
||||
}
|
||||
|
||||
public void RemoveItemFromPosition(int _keyPosition)
|
||||
{
|
||||
this._items.Remove(_keyPosition);
|
||||
}
|
||||
}
|
||||
|
11
Assets/Scripts/UI/BaseWarehouseController.cs.meta
Normal file
11
Assets/Scripts/UI/BaseWarehouseController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 967250d8d9011314e8c6d1e58b524211
|
||||
MonoImporter:
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externalObjects: {}
|
||||
serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
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||||
userData:
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assetBundleName:
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assetBundleVariant:
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@ -2,7 +2,7 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class DragDropItemManager : MonoBehaviour
|
||||
interface IPanel
|
||||
{
|
||||
|
||||
}
|
11
Assets/Scripts/UI/IPanel.cs.meta
Normal file
11
Assets/Scripts/UI/IPanel.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cdf13082744b57e4b89ab42e4d957668
|
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MonoImporter:
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externalObjects: {}
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||||
serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData:
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assetBundleName:
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||||
assetBundleVariant:
|
25
Assets/Scripts/UI/ISlot.cs
Normal file
25
Assets/Scripts/UI/ISlot.cs
Normal file
@ -0,0 +1,25 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityEngine.EventSystems;
|
||||
using System;
|
||||
|
||||
public interface ISlot
|
||||
{
|
||||
int Number { get; set; }
|
||||
Item Item { get; set; }
|
||||
|
||||
// enum typ dziecka
|
||||
// A : enum A
|
||||
// B : enum B
|
||||
event Action<ItemSlot> OnBeginDragEvent;
|
||||
event Action<ItemSlot> OnEndDragEvent;
|
||||
event Action<ItemSlot> OnDragEvent;
|
||||
event Action<ItemSlot> OnDropEvent;
|
||||
//(B)Islot // as B
|
||||
|
||||
public void SetupSlot(int _number, Item _item, BasePanelController _PanelController);
|
||||
public void SetItem(Item _item);
|
||||
bool CanReceiveItem(Item item);
|
||||
}
|
11
Assets/Scripts/UI/ISlot.cs.meta
Normal file
11
Assets/Scripts/UI/ISlot.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 053177b3b06860c44a5f3ecd41916d04
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MonoImporter:
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externalObjects: {}
|
||||
serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
|
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icon: {instanceID: 0}
|
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userData:
|
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assetBundleName:
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assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user