Add inventory Drag & Drop

Simple code refaactor
This commit is contained in:
kabix09 2022-06-05 01:57:57 +02:00
parent 00d02ca2ac
commit 9fa400f9a7
31 changed files with 2727 additions and 1178 deletions

1
.gitignore vendored
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@ -6,3 +6,4 @@
[Bb]uilds/
[Ll]ogs/
[Mm]emoryCaptures/
.vs

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<Compile Include="Assets\Scripts\SettingsButton.cs" />
<Compile Include="Assets\Scripts\Enemies&apos; Scprits\Enemy.cs" />
<Compile Include="Assets\Scripts\Enemies' Scprits\Enemy.cs" />
<Compile Include="Assets\Scripts\DragDropItemManager.cs" />
<Compile Include="Assets\Scripts\Inventory\InventorySlot.cs" />
<Compile Include="Assets\Scripts\QuitGame.cs" />
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<Compile Include="Assets\breakable.cs" />
<Compile Include="Assets\Scripts\Enemies&apos; Scprits\FollowingEnemy.cs" />
<Compile Include="Assets\Scripts\Enemies' Scprits\FollowingEnemy.cs" />
<Compile Include="Assets\Scripts\Item\PickableController.cs" />
<Compile Include="Assets\Scripts\Objects&apos; Scripts\Chest.cs" />
<Compile Include="Assets\Scripts\Chest\ChestController.cs" />
<Compile Include="Assets\Scripts\DoorBehaviour.cs" />
<Compile Include="Assets\Scripts\Enemies&apos; Scprits\PatrollingEnemy.cs" />
<Compile Include="Assets\Scripts\Enemies' Scprits\PatrollingEnemy.cs" />
<Compile Include="Assets\Scripts\Chest\ChestPanelController.cs" />
<Compile Include="Assets\Scripts\Inventory\InventoryPanelController.cs" />
<Compile Include="Assets\Scripts\ChangeScene.cs" />
<Compile Include="Assets\NPCDialogue.cs" />
<Compile Include="Assets\Scripts\Player.cs" />
<Compile Include="Assets\Scripts\UI\BasePanelController.cs" />
<Compile Include="Assets\Scripts\UI\BaseWarehouseController.cs" />
<Compile Include="Assets\Scripts\UI\IPanel.cs" />
<Compile Include="Assets\Scripts\UI\ISlot.cs" />
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<None Include="Assets\Scripts\UI\BaseWarehouseController.cs.meta" />
<None Include="Assets\Scripts\UI\IPanel.cs.meta" />
<None Include="Assets\Scripts\UI\ISlot.cs.meta" />
<None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
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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++)
{
SetItemOnPosition(i, developerList[i]);
}
}
// 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();
}
}
}
void OnTriggerExit2D(Collider2D collision)
{
if (this._panel != null)
{
this.ClosePanel();
}
this.isTrigerred = false;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "Player")
{
this.isTrigerred = true;
}
}
public override void ClosePanel()
{
base.ClosePanel();
InventoryManager.Instance.ClosePanel();
}
protected override void SetupPanel()
{
if(this.dynamicPanel)
{
this.dynamicPanel.GetComponent<ChestPanelController>().Setup(gameObject, _items);
}
}
// WARNING
// DANGER - functon override position which may be not free
}

View File

@ -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

View File

@ -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()
// {

View 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);
// }
// }
}

View File

@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 8a6334ce379c25c458826dcd25b5e1ec
guid: d0bff20d6fb721a449df16891030739a
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@ -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;
}
}

View File

@ -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;

View File

@ -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
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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 9477ac7958629984098c425d3a3a64fe
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -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
}

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@ -0,0 +1,11 @@
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@ -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);
}
}

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@ -0,0 +1,11 @@
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@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DragDropItemManager : MonoBehaviour
interface IPanel
{
}

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@ -0,0 +1,11 @@
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@ -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);
}

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@ -0,0 +1,11 @@
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