Merge branch 'inventory-feature'

This commit is contained in:
kabix09 2022-06-05 20:51:39 +02:00
commit b24cd8d3bc
88 changed files with 8035 additions and 316 deletions

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

View File

@ -2,7 +2,7 @@
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@ -48,26 +48,39 @@
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<Compile Include="Assets\Scripts\QuitGame.cs" /> <Compile Include="Assets\Scripts\QuitGame.cs" />
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<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\DoorBehaviour.cs" />
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<Compile Include="Assets\TakingDamage.cs" />
<Compile Include="Assets\Scripts\UI\BaseWarehouseController.cs" />
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@ -94,661 +107,661 @@
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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();
EquipmentManager.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();
EquipmentManager.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
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;
public class ChestPanelController : BasePanelController
{
public override void CloseOnClick()
{
Destroy(gameObject); // destroy panel
if(_instance)
{
_instance.GetComponent<ChestController>().ClosePanel();
}
}
public void Setup(GameObject _chest, Dictionary<int, Item> _chestItems)
{
_instance = _chest;
base.Setup(_chestItems);
}
protected override ISlot SetupSlot(int key, GameObject _parent)
{
ChestSlot _tmpSlot = Instantiate(_blankSlot, _parent.transform.position, Quaternion.identity).GetComponent<ChestSlot>();
_tmpSlot.transform.SetParent(_parent.transform);
_tmpSlot.SetupSlot(key, null, this);
return _tmpSlot;
}
// Islot - > Aslot
// - > B slots
// Ipanel -> Apanel
// -> B panel
// ---------------------------
// will work differently depending if its chest, inventory or equipment panel
// public void Equip(EquippableItem item)
// {
// if(RemoveItem(item))
// {
// EquippableItem previousItem;
// }
// }
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChestSlot : ItemSlot
{
public override bool CanReceiveItem(Item item)
{
return true;
// // allow to put item only when slot is empty
// if(Item == null)
// return true;
// EquippableItem equippableItem = item as EquippableItem;
// return equippableItem == null;
// // what when player try drop putted equipment fowart to chest
// // what when player try put item on unempty field
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class EquipmentManager : BaseWarehouseController
{
public static int MAX_ITEMS = 0;
[SerializeField] public EquippableItem _helmet;
[SerializeField] public EquippableItem _chest;
[SerializeField] public EquippableItem _boots;
[SerializeField] public EquippableItem _weapon;
[SerializeField] public EquippableItem _potion_one;
[SerializeField] public EquippableItem _potion_two;
[SerializeField] public EquippableItem _potion_three;
[SerializeField] public EquippableItem _potion_four;
[SerializeField] public EquippableItem _potion_five;
public static EquipmentManager Instance;
Dictionary<int, Item> equipment;
private void Awake()
{
if(Instance == null)
{
Instance = this;
equipment = new Dictionary<int, Item>() {
{ 0, _helmet },
{ 1, _chest },
{ 2, _boots },
{ 3, _weapon },
{ 4, _potion_one },
{ 5, _potion_two },
{ 6, _potion_three },
{ 7, _potion_four },
{ 8, _potion_five }
};
}else if (Instance != this)
{
Destroy(gameObject);
}
}
protected override void SetupPanel()
{
if(this.dynamicPanel)
{
this.dynamicPanel.GetComponent<EquipmentPanelController>().Setup(gameObject, equipment);
}
}
// Handle in Manager items local list
public override void SetItemOnPosition(int _keyPosition, Item _item)
{
// in qeuippment panel its case where we drop drop on empty slot
if(_item == null) // if we move eg. form chest to eq Drop work on Eq Panel where dropitemSlot.Item is Null
return;
_keyPosition = MapItemTypeToSlotNumber((EquippableItem)_item);
this.equipment[_keyPosition] = _item;
this.ApplyEquipmentObject(true, (EquippableItem)_item);
base.SetItemOnPosition(_keyPosition, _item);
}
// Remove from Manager items local list
public override void RemoveItemFromPosition(int _keyPosition)
{
this.equipment.Remove(_keyPosition);
this.ApplyEquipmentObject(_keyPosition);
base.RemoveItemFromPosition(_keyPosition);
}
/*
* Function decide in which slot item should be handled
* Mach item to dictionary key based on items equippment type
* return: dictionary key
*/
private int MapItemTypeToSlotNumber(EquippableItem _item)
{
int key=-1;
if(_item == null)
{
Debug.LogError("Ten item w ogóle nie powinien być rozpatrywany jako dodany do ekwipunku - nigdy nie był typu EquippableItem");
}
switch(_item.EquipmentType)
{
case EquipmentType.Helmet:
{
key = 0;
break;
}
case EquipmentType.Chest:
{
key = 1;
break;
}
case EquipmentType.Boots:
{
key = 2;
break;
}
case EquipmentType.Weapon:
{
key = 3;
break;
}
case EquipmentType.Potion:
{
key = 4;
break;
}
case EquipmentType.Bracelet:
{
key = 5;
break;
}
case EquipmentType.Necklet:
{
key = 6;
break;
}
case EquipmentType.Ring:
{
if(!equipment.ContainsKey(7) || equipment[7] == null)
{
key = 7;
}
if(!equipment.ContainsKey(8) || equipment[8] == null)
{
key = 8;
}
break;
}
default:
{
Debug.Log("Can't mach number to item type");
break;
}
}
return key;
}
/*
* applu EquippableItem to be able to see actual equipment status - mapped with 'qeuipment' Dictioanry which is not showed in amnager panel :/
*/
public void ApplyEquipmentObject(bool put, EquippableItem _item = null)
{
switch(_item.EquipmentType)
{
case EquipmentType.Helmet:
{
_helmet = put ? _item : null;
break;
}
case EquipmentType.Chest:
{
_chest = put ? _item : null;
break;
}
case EquipmentType.Boots:
{
_boots = put ? _item : null;
break;
}
case EquipmentType.Weapon:
{
_weapon = put ? _item : null;
break;
}
case EquipmentType.Potion:
{
_potion_one = put ? _item : null;
break;
}
case EquipmentType.Bracelet:
{
_potion_two = put ? _item : null;
break;
}
case EquipmentType.Necklet:
{
_potion_three = put ? _item : null;
break;
}
case EquipmentType.Ring:
{
if(!equipment.ContainsKey(7) || equipment[7] == null)
{
_potion_four = put ? _item : null;
}
if(!equipment.ContainsKey(8) || equipment[8] == null)
{
_potion_five = put ? _item : null;
}
break;
}
default:
{
Debug.Log("Can't mach number to item type");
break;
}
}
}
public void ApplyEquipmentObject(int _keyPosition)
{
switch(_keyPosition)
{
case 0:
{
_helmet = null;
break;
}
case 1:
{
_chest = null;
break;
}
case 2:
{
_boots = null;
break;
}
case 3:
{
_weapon = null;
break;
}
case 4:
{
_potion_one = null;
break;
}
case 5:
{
_potion_two = null;
break;
}
case 6:
{
_potion_three = null;
break;
}
case 7:
{
_potion_four = null;
break;
}
case 9:
{
_potion_five = null;
break;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EquipmentPanelController : BasePanelController
{
[Header("Slots List")]
[SerializeField] public const int MAX_SLOT_CUNT = 0;
[SerializeField] public EquipmentSlot _helmet;
[SerializeField] public EquipmentSlot _chest;
[SerializeField] public EquipmentSlot _boots;
[SerializeField] public EquipmentSlot _weapon;
[SerializeField] public EquipmentSlot _potion_one;
[SerializeField] public EquipmentSlot _potion_two;
[SerializeField] public EquipmentSlot _potion_three;
[SerializeField] public EquipmentSlot _potion_four;
[SerializeField] public EquipmentSlot _potion_five;
Dictionary<int, EquipmentSlot> equipment;
// overrwrite this metoh in in parent beacuse we dont have to init any slots
void Awake()
{
base.MAX_SLOT_CUNT = 9;
equipment = new Dictionary<int, EquipmentSlot>() {
{ 0, _helmet },
{ 1, _chest },
{ 2, _boots },
{ 3, _weapon },
{ 4, _potion_one },
{ 5, _potion_two },
{ 6, _potion_three },
{ 7, _potion_four },
{ 8, _potion_five }
};
base.Awake();
}
public override void CloseOnClick()
{
Destroy(gameObject); // destroy panel
if(_instance)
{
_instance.GetComponent<EquipmentManager>().ClosePanel();
}
}
public void Setup(GameObject _equipment, Dictionary<int, Item> _equipmentItems)
{
_instance = _equipment;
base.Setup(_equipmentItems);
}
protected override ISlot SetupSlot(int key, GameObject _parent)
{
ISlot tmp = equipment[key];
tmp.SetupSlot(key, null, this);
return tmp;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EquipmentSlot : ItemSlot
{
public EquipmentType EquipmentType;
public override bool CanReceiveItem(Item item)
{
if(item == null) // if dropped item is null alway accept :D
return true;
EquippableItem equippableItem = item as EquippableItem; // jeśli item pierwotnie nie był typu EquippableItem to casting zwróci NULL
return equippableItem != null && equippableItem.EquipmentType == EquipmentType; // the second condition is to put items on fields with matched type
}
}

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@ -3,12 +3,24 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
[System.Serializable] [System.Serializable]
public class InventoryManager : MonoBehaviour public class InventoryManager : BaseWarehouseController
{ {
public static int MAX_ITEMS = 5; public static int MAX_ITEMS = 5;
public static InventoryManager Instance; public static InventoryManager Instance;
public List<Item> items = new List<Item>();
// 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() private void Awake()
{ {
@ -21,16 +33,26 @@ public class InventoryManager : MonoBehaviour
} }
} }
public void AddToInventory(Item pickable) 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 { }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() // public void DropItem()
// { // {

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@ -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);
// }
// }
}

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@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InventorySlot : ItemSlot
{
public override bool CanReceiveItem(Item item)
{
return true;
}
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,37 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum EquipmentType
{
Helmet,
Chest,
Gloves,
Boots,
Weapon,
Potion,
Bracelet,
Necklet,
Ring,
Other
}
[CreateAssetMenu]
public class EquippableItem : Item
{
public int StrengthBonus;
public int AgilityBonus;
public int InteligenceBonus;
public int VitalityBonus;
[Space]
public bool isStackable = false;
[Space]
public EquipmentType EquipmentType;
public EquippableItem(string _name, string _description, int _level, GameObject _itemModel, Sprite _image) : base(_name, _description, _level, _itemModel, _image)
{
}
}

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@ -0,0 +1,11 @@
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@ -4,8 +4,16 @@ using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
[System.Serializable] [System.Serializable]
public class Item [CreateAssetMenu(fileName = "New Item", menuName = "Inventory/Items")]
public class Item : ScriptableObject
{ {
public int id;
public int Id
{
get { return id; }
set { id = value; }
}
public string name; public string name;
public string Name public string Name
{ {
@ -27,8 +35,8 @@ public class Item
set { level = value; } set { level = value; }
} }
public Image image; public Sprite image;
public Image Image public Sprite Image
{ {
get { return image; } get { return image; }
set { image = value; } set { image = value; }
@ -42,11 +50,12 @@ public class Item
set { itemModel = value; } set { itemModel = value; }
} }
public Item(string _name="", string _description="", int _level=0, Image _image=null) public Item(string _name, string _description, int _level, GameObject _itemModel, Sprite _image)
{ {
this.Name = _name; this.Name = _name;
this.Description = _description; this.Description = _description;
this.Level = _level; this.Level = _level;
this.ItemModel = _itemModel;
this.Image = _image; this.Image = _image;
} }
} }

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@ -0,0 +1,129 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System; // for Action type
public class ItemSlot : MonoBehaviour, ISlot, IBeginDragHandler, IEndDragHandler, IDragHandler, IDropHandler
{
[Header("UI Stuff to change")]
[SerializeField] private TextMeshProUGUI slotItemNumberText;
[SerializeField] private Image itemImage;
public BasePanelController _PanelController;
private Color normalColor = Color.white;
private Color disabledColor = new Color(1, 1, 1, 0); // transparency = 0
[Header("Slot variable")]
[SerializeField]
protected int _number;
public int Number {
get { return _number; }
set {
_number = value;
}
}
[SerializeField]
protected Item _item;
public Item Item {
get { return _item; }
set {
_item = value;
if(_item == null) {
itemImage.color = disabledColor;
} else {
itemImage.sprite = _item.Image;
itemImage.color = normalColor;
}
}
}
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 SetupSlot(int _number, Item _item, BasePanelController _PanelController)
{
this._PanelController = _PanelController;
Number = _number;
if(_item)
{
SetItem(_item);
}
}
public void SetItem(Item _item) // dont change slot numer after assign new item, numbers are bind during object init
{
Item = _item;
ChangeEnableImageView(true);
countStackableItems +=1;
UpdateItemNumberHolder();
}
private void ChangeEnableImageView(bool _flag)
{
itemImage.color = _flag ? normalColor : disabledColor; //!slotImage.enabled;
}
private void ChangeNumberHeldView(bool _flag)
{
slotItemNumberText.enabled = _flag;
}
private void UpdateItemNumberHolder()
{
slotItemNumberText.text = "" + countStackableItems;
}
// Start is called before the first frame update
void Start()
{
if(!Item)
{
ChangeEnableImageView(false);
ChangeNumberHeldView(false);
}
}
public virtual bool CanReceiveItem(Item item)
{
return true;
}
// Events methods
public void OnBeginDrag(PointerEventData eventData)
{
if(OnBeginDragEvent != null)
OnBeginDragEvent(this);
}
public void OnEndDrag(PointerEventData eventData)
{
if(OnEndDragEvent != null)
OnEndDragEvent(this);
}
public void OnDrag(PointerEventData eventData)
{
if(OnDragEvent != null)
OnDragEvent(this);
}
public void OnDrop(PointerEventData eventData)
{
if(OnDropEvent != null)
OnDropEvent(this);
}
}

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@ -1,10 +1,11 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using System;
public class PickableController : MonoBehaviour public class PickableController : MonoBehaviour
{ {
public Item item; public EquippableItem item;
public void Start() public void Start()
{ {

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@ -1,25 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Chest : MonoBehaviour
{
public GameObject chest;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

8
Assets/Scripts/UI.meta Normal file
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@ -0,0 +1,8 @@
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@ -0,0 +1,221 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;
abstract public class BasePanelController : MonoBehaviour
{
[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 int MAX_SLOT_CUNT = 6 * 8;
[SerializeField] public List<ISlot> _itemSlots = new List<ISlot>();
public 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);
public void SetupDragAndDropToSlot(ISlot slot)
{
slot.OnBeginDragEvent += BeginDrag;
slot.OnEndDragEvent += EndDrag;
slot.OnDragEvent += Drag;
slot.OnDropEvent += Drop;
}
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
this.SetupDragAndDropToSlot(_itemSlots[i]);
}
}
}
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;
_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 +1,55 @@
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 SetItemOnPosition(int _keyPosition, Item _item)
{
this._items[_keyPosition] = _item;
}
public virtual void RemoveItemFromPosition(int _keyPosition)
{
this._items.Remove(_keyPosition);
}
}

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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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@ -8,6 +8,7 @@ TagManager:
- SceneTransition - SceneTransition
- NPC - NPC
- Enemy - Enemy
- GUI
layers: layers:
- Default - Default
- TransparentFX - TransparentFX