Merge branch 'inventory-feature'
1
.gitignore
vendored
@ -6,3 +6,4 @@
|
||||
[Bb]uilds/
|
||||
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|
||||
[Mm]emoryCaptures/
|
||||
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@ -2,7 +2,7 @@
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@ -48,26 +48,39 @@
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|
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@ -94,661 +107,661 @@
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8
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Normal file
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74
Assets/Scripts/Chest/ChestController.cs
Normal file
@ -0,0 +1,74 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ChestController : BaseWarehouseController
|
||||
{
|
||||
[SerializeField] public GameObject chest;
|
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[SerializeField] public List<Item> developerList = new List<Item>(); // FOR DEVELOPER TESTE - remove later !!!
|
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|
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bool isTrigerred = false;
|
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|
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// Start is called before the first frame update
|
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void Start()
|
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{
|
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chest = gameObject; // set object on current GameObject
|
||||
|
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// FOR DEVELOPER TESTE - remove later !!!
|
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{
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SetItemOnPosition(i, developerList[i]);
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}
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}
|
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// Update is called once per frame
|
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void Update()
|
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{
|
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if (this._panel && this.isTrigerred && !this.isOpen) // we can open chest only when its closed
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.E))
|
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{
|
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this.OpenPanel();
|
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InventoryManager.Instance.OpenPanel();
|
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EquipmentManager.Instance.OpenPanel();
|
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}
|
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}
|
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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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}
|
||||
|
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private void OnTriggerEnter2D(Collider2D collision)
|
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{
|
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if (collision.tag == "Player")
|
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{
|
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this.isTrigerred = true;
|
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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();
|
||||
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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|
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}
|
55
Assets/Scripts/Chest/ChestPanelController.cs
Normal file
@ -0,0 +1,55 @@
|
||||
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)
|
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{
|
||||
_instance.GetComponent<ChestController>().ClosePanel();
|
||||
}
|
||||
}
|
||||
|
||||
public void Setup(GameObject _chest, Dictionary<int, Item> _chestItems)
|
||||
{
|
||||
_instance = _chest;
|
||||
|
||||
base.Setup(_chestItems);
|
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}
|
||||
|
||||
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;
|
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}
|
||||
|
||||
|
||||
// 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;
|
||||
// }
|
||||
// }
|
||||
}
|
11
Assets/Scripts/Chest/ChestPanelController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8d9e1061a8038f54a87269aa0bd2db04
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
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|
||||
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|
||||
userData:
|
||||
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|
||||
assetBundleVariant:
|
20
Assets/Scripts/Chest/ChestSlot.cs
Normal file
@ -0,0 +1,20 @@
|
||||
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
|
||||
}
|
||||
}
|
11
Assets/Scripts/Chest/ChestSlot.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2be16a7ceddcd2141ba1db1636539117
|
||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
8
Assets/Scripts/Equipment.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4e66e807c2717ee45923ec12b22309d0
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
269
Assets/Scripts/Equipment/EquipmentManager.cs
Normal file
@ -0,0 +1,269 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Equipment/EquipmentManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0ba28abf0f2ebba45a0f7743b05d08d9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
assetBundleVariant:
|
65
Assets/Scripts/Equipment/EquipmentPanelController.cs
Normal file
@ -0,0 +1,65 @@
|
||||
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;
|
||||
}
|
||||
}
|
11
Assets/Scripts/Equipment/EquipmentPanelController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 42863f9f48506b944b90213e49c99763
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
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|
||||
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|
17
Assets/Scripts/Equipment/EquipmentSlot.cs
Normal file
@ -0,0 +1,17 @@
|
||||
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
|
||||
}
|
||||
}
|
11
Assets/Scripts/Equipment/EquipmentSlot.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4f706c6230646be46be4f61e0096060c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
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userData:
|
||||
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|
||||
assetBundleVariant:
|
@ -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<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()
|
||||
{
|
||||
@ -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 {
|
||||
// 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
@ -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);
|
||||
// }
|
||||
// }
|
||||
|
||||
}
|
11
Assets/Scripts/Inventory/InventoryPanelController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d0bff20d6fb721a449df16891030739a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
12
Assets/Scripts/Inventory/InventorySlot.cs
Normal file
@ -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;
|
||||
}
|
||||
|
||||
}
|
11
Assets/Scripts/Inventory/InventorySlot.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bd9cfc2a55740fd4ba1bb807d02b82cb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
37
Assets/Scripts/Item/EquippableItem.cs
Normal file
@ -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)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
11
Assets/Scripts/Item/EquippableItem.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 943bb4b7c1123c44fb1cbc048a56a954
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -4,8 +4,16 @@ using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
[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
|
||||
{
|
||||
@ -27,8 +35,8 @@ public class Item
|
||||
set { level = value; }
|
||||
}
|
||||
|
||||
public Image image;
|
||||
public Image Image
|
||||
public Sprite image;
|
||||
public Sprite Image
|
||||
{
|
||||
get { return image; }
|
||||
set { image = value; }
|
||||
@ -42,11 +50,12 @@ public class Item
|
||||
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.Description = _description;
|
||||
this.Level = _level;
|
||||
this.ItemModel = _itemModel;
|
||||
this.Image = _image;
|
||||
}
|
||||
}
|
||||
|
129
Assets/Scripts/Item/ItemSlot.cs
Normal file
@ -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);
|
||||
}
|
||||
}
|
11
Assets/Scripts/Item/ItemSlot.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c5c5b18730cf11a41b91bf9d4f6cb26e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,10 +1,11 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
public class PickableController : MonoBehaviour
|
||||
{
|
||||
public Item item;
|
||||
public EquippableItem item;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
|
@ -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
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9477ac7958629984098c425d3a3a64fe
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
221
Assets/Scripts/UI/BasePanelController.cs
Normal file
@ -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
|
||||
}
|
11
Assets/Scripts/UI/BasePanelController.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 15919bbecc01e444bbe2a22c7840a518
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||||
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externalObjects: {}
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serializedVersion: 2
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55
Assets/Scripts/UI/BaseWarehouseController.cs
Normal file
@ -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);
|
||||
}
|
||||
}
|
||||
|
11
Assets/Scripts/UI/BaseWarehouseController.cs.meta
Normal file
@ -0,0 +1,11 @@
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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
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 053177b3b06860c44a5f3ecd41916d04
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|
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userData:
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@ -8,6 +8,7 @@ TagManager:
|
||||
- SceneTransition
|
||||
- NPC
|
||||
- Enemy
|
||||
- GUI
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|