From bccbc439e709640f0a0ec70204507f77728cdec0 Mon Sep 17 00:00:00 2001 From: kabix09 Date: Thu, 24 Nov 2022 03:03:30 +0100 Subject: [PATCH] Panel refactoring - player equipment --- Assets/Resources/Items/Axe.asset | 2 +- Assets/Resources/Items/Pickaxe.asset | 2 +- .../UiPanels/EquipmentBox.prefab} | 2 +- .../UiPanels/EquipmentBox.prefab.meta} | 0 .../UiPanels/EquipmentPanel.prefab} | 2082 ++++++++--------- .../UiPanels/EquipmentPanel.prefab.meta} | 2 +- Assets/Scripts/Equipment/EquipmentManager.cs | 269 --- .../Equipment/EquipmentPanelController.cs | 65 - Assets/Scripts/Item/PickableController.cs | 2 +- Assets/Scripts/REFACTORING.meta | 3 + .../Panel/Chest/SceneChestDataLoader.cs | 8 +- .../Panel/Chest/SceneChestDataManager.cs | 2 +- .../Application/Panel}/Equipment.meta | 2 +- .../Equipment/EquipmentDataListManager.cs | 46 + .../EquipmentDataListManager.cs.meta} | 2 +- .../Panel/Equipment/EquipmentDataLoader.cs | 64 + .../Equipment/EquipmentDataLoader.cs.meta} | 2 +- .../Panel/Equipment/EquipmentDataManager.cs | 156 ++ .../Equipment/EquipmentDataManager.cs.meta | 11 + .../Panel/Equipment/SaveEquipmentManager.cs | 134 ++ .../Equipment/SaveEquipmentManager.cs.meta | 11 + .../Inventory/InventoryDataListManager.cs | 8 +- .../Panel/Inventory/SaveInventoryManager.cs | 34 +- .../Inventory/SceneInventoryDataLoader.cs | 36 +- .../Inventory/SceneInventoryDataManager.cs | 45 +- .../Manager/Panel/SceneBaseDataManager.cs | 12 +- .../Shared/Manager/UI/ManagerInterface.cs | 4 - .../Draggable/DraggablePanelController.cs | 11 +- .../Panel/Draggable/DraggedSlotController.cs | 2 +- .../WarehousePanelController.cs | 9 +- .../Shared/Manager/UI/UISlotPanelManager.cs | 53 + .../Manager/UI/UISlotPanelManager.cs.meta | 3 + .../Shared/Manager/UI/UIWarehouseManager.cs | 45 +- .../UI/Chest/ChestContentUIManager.cs | 6 +- .../Application/UI/Chest/ChestUIManager.cs | 4 +- .../Application/UI/Equipment.meta} | 2 +- .../UI/Equipment/EquipmentUIManager.cs | 84 + .../UI/Equipment/EquipmentUIManager.cs.meta | 11 + .../UI/Panel/ChestPanelController.cs | 10 +- .../UI/Panel/EquipmentPanelController.cs | 94 + .../Panel}/EquipmentPanelController.cs.meta | 2 +- .../UI/Panel/InventoryPanelController.cs | 10 +- .../Enum/EquipmentPanelSlotsTypeEnum.cs | 13 + .../Enum/EquipmentPanelSlotsTypeEnum.cs.meta | 11 + .../Domain/Enum/EquipmentTypeEnum.cs | 1 + .../Scripts/REFACTORING/Models/Chest/Chest.cs | 31 +- .../REFACTORING/Models/Chest/ChestData.cs | 15 +- .../Models/Chest/ChestPrefabAsset.cs | 2 +- .../Models/Chest/ChestPrefabAssetData.cs | 22 +- .../Item/EquippableItem/EquippableItem.cs | 6 +- .../Item/EquippableItem/EquippableItemData.cs | 1 + .../REFACTORING/Models/Item/ItemData.cs | 3 +- .../Models/Panel/Slot}/EquipmentSlot.cs | 7 +- .../Models/Panel/Slot}/EquipmentSlot.cs.meta | 0 Assets/Scripts/SaveController.cs | 7 +- Assets/Scripts/SettingsButton.cs | 10 +- Assets/Scripts/UI/BasePanelController.cs | 222 -- Assets/Scripts/UI/BaseWarehouseController.cs | 59 - .../UI/BaseWarehouseController.cs.meta | 11 - 59 files changed, 1863 insertions(+), 1910 deletions(-) rename Assets/{Prefarbs/Equipment/equipment_slot.prefab => Resources/UiPanels/EquipmentBox.prefab} (99%) rename Assets/{Prefarbs/Equipment/equipment_slot.prefab.meta => Resources/UiPanels/EquipmentBox.prefab.meta} (100%) rename Assets/{Prefarbs/Equipment/equipment_panel.prefab => Resources/UiPanels/EquipmentPanel.prefab} (81%) rename Assets/{Prefarbs/Equipment/equipment_panel.prefab.meta => Resources/UiPanels/EquipmentPanel.prefab.meta} (74%) delete mode 100644 Assets/Scripts/Equipment/EquipmentManager.cs delete mode 100644 Assets/Scripts/Equipment/EquipmentPanelController.cs create mode 100644 Assets/Scripts/REFACTORING.meta rename Assets/Scripts/{ => REFACTORING/Application/Panel}/Equipment.meta (77%) create mode 100644 Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataListManager.cs rename Assets/Scripts/{Equipment/EquipmentManager.cs.meta => REFACTORING/Application/Panel/Equipment/EquipmentDataListManager.cs.meta} (83%) create mode 100644 Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataLoader.cs rename Assets/Scripts/{UI/BasePanelController.cs.meta => REFACTORING/Application/Panel/Equipment/EquipmentDataLoader.cs.meta} (83%) create mode 100644 Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataManager.cs create mode 100644 Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataManager.cs.meta create mode 100644 Assets/Scripts/REFACTORING/Application/Panel/Equipment/SaveEquipmentManager.cs create mode 100644 Assets/Scripts/REFACTORING/Application/Panel/Equipment/SaveEquipmentManager.cs.meta create mode 100644 Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/UISlotPanelManager.cs create mode 100644 Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/UISlotPanelManager.cs.meta rename Assets/Scripts/{UI.meta => REFACTORING/Application/UI/Equipment.meta} (77%) create mode 100644 Assets/Scripts/REFACTORING/Application/UI/Equipment/EquipmentUIManager.cs create mode 100644 Assets/Scripts/REFACTORING/Application/UI/Equipment/EquipmentUIManager.cs.meta create mode 100644 Assets/Scripts/REFACTORING/Application/UI/Panel/EquipmentPanelController.cs rename Assets/Scripts/{Equipment => REFACTORING/Application/UI/Panel}/EquipmentPanelController.cs.meta (83%) create mode 100644 Assets/Scripts/REFACTORING/Domain/Enum/EquipmentPanelSlotsTypeEnum.cs create mode 100644 Assets/Scripts/REFACTORING/Domain/Enum/EquipmentPanelSlotsTypeEnum.cs.meta rename Assets/Scripts/{Equipment => REFACTORING/Models/Panel/Slot}/EquipmentSlot.cs (69%) rename Assets/Scripts/{Equipment => REFACTORING/Models/Panel/Slot}/EquipmentSlot.cs.meta (100%) delete mode 100644 Assets/Scripts/UI/BasePanelController.cs delete mode 100644 Assets/Scripts/UI/BaseWarehouseController.cs delete mode 100644 Assets/Scripts/UI/BaseWarehouseController.cs.meta diff --git a/Assets/Resources/Items/Axe.asset b/Assets/Resources/Items/Axe.asset index 0282d003..74429a18 100644 --- a/Assets/Resources/Items/Axe.asset +++ b/Assets/Resources/Items/Axe.asset @@ -23,4 +23,4 @@ MonoBehaviour: InteligenceBonus: 5 VitalityBonus: 0 isStackable: 0 - EquipmentType: 4 + EquipmentType: 5 diff --git a/Assets/Resources/Items/Pickaxe.asset b/Assets/Resources/Items/Pickaxe.asset index 8a3f9d86..dfee601a 100644 --- a/Assets/Resources/Items/Pickaxe.asset +++ b/Assets/Resources/Items/Pickaxe.asset @@ -23,4 +23,4 @@ MonoBehaviour: InteligenceBonus: 0 VitalityBonus: 0 isStackable: 0 - EquipmentType: 4 + EquipmentType: 5 diff --git a/Assets/Prefarbs/Equipment/equipment_slot.prefab b/Assets/Resources/UiPanels/EquipmentBox.prefab similarity index 99% rename from Assets/Prefarbs/Equipment/equipment_slot.prefab rename to Assets/Resources/UiPanels/EquipmentBox.prefab index 6e3726cc..700d09fb 100644 --- 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a/Assets/Prefarbs/Equipment/equipment_panel.prefab.meta b/Assets/Resources/UiPanels/EquipmentPanel.prefab.meta similarity index 74% rename from Assets/Prefarbs/Equipment/equipment_panel.prefab.meta rename to Assets/Resources/UiPanels/EquipmentPanel.prefab.meta index 6f498821..7f51d0f9 100644 --- a/Assets/Prefarbs/Equipment/equipment_panel.prefab.meta +++ b/Assets/Resources/UiPanels/EquipmentPanel.prefab.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: d220ca711ae86664d8bb4f9c1622b13f +guid: eca52e174922c014ba37e2e8c0884dd8 PrefabImporter: externalObjects: {} userData: diff --git a/Assets/Scripts/Equipment/EquipmentManager.cs b/Assets/Scripts/Equipment/EquipmentManager.cs deleted file mode 100644 index c89e2cfa..00000000 --- a/Assets/Scripts/Equipment/EquipmentManager.cs +++ /dev/null @@ -1,269 +0,0 @@ -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 equipment; - - private void Awake() - { - if(Instance == null) - { - Instance = this; - - equipment = new Dictionary() { - { 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().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 EquipmentTypeEnum.Helmet: - { - key = 0; - break; - } - case EquipmentTypeEnum.Chest: - { - key = 1; - break; - } - case EquipmentTypeEnum.Boots: - { - key = 2; - break; - } - case EquipmentTypeEnum.Weapon: - { - key = 3; - break; - } - case EquipmentTypeEnum.Potion: - { - key = 4; - break; - } - case EquipmentTypeEnum.Bracelet: - { - key = 5; - break; - } - case EquipmentTypeEnum.Necklet: - { - key = 6; - break; - } - case EquipmentTypeEnum.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 EquipmentTypeEnum.Helmet: - { - _helmet = put ? _item : null; - break; - } - case EquipmentTypeEnum.Chest: - { - _chest = put ? _item : null; - break; - } - case EquipmentTypeEnum.Boots: - { - _boots = put ? _item : null; - break; - } - case EquipmentTypeEnum.Weapon: - { - _weapon = put ? _item : null; - break; - } - case EquipmentTypeEnum.Potion: - { - _potion_one = put ? _item : null; - break; - } - case EquipmentTypeEnum.Bracelet: - { - _potion_two = put ? _item : null; - break; - } - case EquipmentTypeEnum.Necklet: - { - _potion_three = put ? _item : null; - break; - } - case EquipmentTypeEnum.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; - } - } - } -} diff --git a/Assets/Scripts/Equipment/EquipmentPanelController.cs b/Assets/Scripts/Equipment/EquipmentPanelController.cs deleted file mode 100644 index 30bee5ed..00000000 --- a/Assets/Scripts/Equipment/EquipmentPanelController.cs +++ /dev/null @@ -1,65 +0,0 @@ -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 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() { - { 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().ClosePanel(); - } - } - - public void Setup(GameObject _equipment, Dictionary _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; - } -} diff --git a/Assets/Scripts/Item/PickableController.cs b/Assets/Scripts/Item/PickableController.cs index da379454..eabd8a29 100644 --- a/Assets/Scripts/Item/PickableController.cs +++ b/Assets/Scripts/Item/PickableController.cs @@ -39,7 +39,7 @@ public class PickableController : MonoBehaviour { if (Input.GetKeyDown(KeyCode.E)) { - if(InventoryUIManager.Instance.IsFull()) + if(!InventoryUIManager.Instance.IsFull()) { InventoryUIManager.Instance.Add(this.item); isPicked = 1; diff --git a/Assets/Scripts/REFACTORING.meta b/Assets/Scripts/REFACTORING.meta new file mode 100644 index 00000000..a98c20ce --- /dev/null +++ b/Assets/Scripts/REFACTORING.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 73c868471f0c43479d69afc446536d8b +timeCreated: 1660171705 \ No newline at end of file diff --git a/Assets/Scripts/REFACTORING/Application/Panel/Chest/SceneChestDataLoader.cs b/Assets/Scripts/REFACTORING/Application/Panel/Chest/SceneChestDataLoader.cs index ea050981..0c92f084 100644 --- a/Assets/Scripts/REFACTORING/Application/Panel/Chest/SceneChestDataLoader.cs +++ b/Assets/Scripts/REFACTORING/Application/Panel/Chest/SceneChestDataLoader.cs @@ -105,13 +105,13 @@ public class SceneChestDataLoader : SceneBaseDataLoader Debug.Log(SaveModelSystem.Path); -/* try - {*/ + try + { SaveModelSystem.SaveModelList(_elements); return true; -/* } - catch (Exception e) { Debug.LogError(e.Message); }*/ + } + catch (Exception e) { Debug.LogError(e.Message); } return false; } diff --git a/Assets/Scripts/REFACTORING/Application/Panel/Chest/SceneChestDataManager.cs b/Assets/Scripts/REFACTORING/Application/Panel/Chest/SceneChestDataManager.cs index 5f92fe29..a73a0599 100644 --- a/Assets/Scripts/REFACTORING/Application/Panel/Chest/SceneChestDataManager.cs +++ b/Assets/Scripts/REFACTORING/Application/Panel/Chest/SceneChestDataManager.cs @@ -22,7 +22,7 @@ public class SceneChestDataManager : SceneBaseDataManager // tmp var - bool NewGame = false; + bool NewGame = true; public override void Awake() { diff --git a/Assets/Scripts/Equipment.meta b/Assets/Scripts/REFACTORING/Application/Panel/Equipment.meta similarity index 77% rename from Assets/Scripts/Equipment.meta rename to Assets/Scripts/REFACTORING/Application/Panel/Equipment.meta index 4720d441..885017b7 100644 --- a/Assets/Scripts/Equipment.meta +++ b/Assets/Scripts/REFACTORING/Application/Panel/Equipment.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 4e66e807c2717ee45923ec12b22309d0 +guid: d0d5e0b950ca6424a96910337a7f6325 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataListManager.cs b/Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataListManager.cs new file mode 100644 index 00000000..eece5cfa --- /dev/null +++ b/Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataListManager.cs @@ -0,0 +1,46 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEditor; +using UnityEngine; + +public class EquipmentDataListManager : DataListManager> +{ + public new DataListManager> SetUiManager(ref EquipmentUIManager _uiManager) + { + uiManager = _uiManager; + + return this; + } + + /// + /// Function to init equipment list + /// We should init this before each operation on equipment + /// + /// + public List> InitEquipment() + { + List> convertedList = new List>(); + + foreach (EquipmentPanelSlotsTypeEnum emptyElement in Enum.GetValues(typeof(EquipmentPanelSlotsTypeEnum))) { convertedList.Add(new IndexValuePair((int)emptyElement, null)); } + + return convertedList; + } + + public override void AddElementToList(IndexValuePair newElement) + { + Elements + .Where(equipment => equipment.Key == newElement.Key) + .ToList() + .ForEach(equipment => equipment.Value = newElement.Value); + + } + + public override void RemoveElementFromList(IndexValuePair element) + { + Elements + .Where(equipment => equipment.Key == element.Key) + .ToList() + .ForEach(equipment => equipment.Value = null); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Equipment/EquipmentManager.cs.meta b/Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataListManager.cs.meta similarity index 83% rename from Assets/Scripts/Equipment/EquipmentManager.cs.meta rename to Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataListManager.cs.meta index 815fb66a..958a7ac8 100644 --- a/Assets/Scripts/Equipment/EquipmentManager.cs.meta +++ b/Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataListManager.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 0ba28abf0f2ebba45a0f7743b05d08d9 +guid: 9d53e77851b9a5e47bdc923549ae2993 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataLoader.cs b/Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataLoader.cs new file mode 100644 index 00000000..1a51b4f7 --- /dev/null +++ b/Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataLoader.cs @@ -0,0 +1,64 @@ +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; + +public class EquipmentDataLoader : SceneBaseDataLoader> +{ + public EquipmentDataLoader(string _objectListName, string _objectFolderName) + { + SaveModelSystem = new SaveEquipmentManager(); + SaveModelSystem.ObjectFolderName = _objectFolderName; + SaveModelSystem.ObjectListName = _objectListName; + } + + protected override List> LoadGenericData() + { + SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString(); + + return SaveModelSystem.LoadModelList(); + } + + protected override bool SaveGenericData(List> _elements) + { + SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString(); + + try + { + SaveModelSystem.SaveModelList(_elements); + + return true; + } + catch (Exception e) { Debug.LogError(e.Message); } + + return false; + } + + + + protected override List> LoadDynamicData() + { + SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString(); + + return SaveModelSystem.LoadModelList(); + } + + protected override List> LoadStaticData(){ throw new System.NotImplementedException(); } + + protected override bool SaveDynamicData(List> _elements) + { + SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString(); + + try + { + SaveModelSystem.SaveModelList(_elements); + + return true; + } + catch (Exception e) { Debug.LogError(e.Message); } + + return false; + } + + protected override bool SaveStaticData(List> _elements) { throw new System.NotImplementedException(); } +} diff --git a/Assets/Scripts/UI/BasePanelController.cs.meta b/Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataLoader.cs.meta similarity index 83% rename from Assets/Scripts/UI/BasePanelController.cs.meta rename to Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataLoader.cs.meta index eb4a01e2..cd57dcd8 100644 --- a/Assets/Scripts/UI/BasePanelController.cs.meta +++ b/Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataLoader.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 15919bbecc01e444bbe2a22c7840a518 +guid: 25443d561c199cd4ba9ee3b0aeea1014 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataManager.cs b/Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataManager.cs new file mode 100644 index 00000000..3c233f20 --- /dev/null +++ b/Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataManager.cs @@ -0,0 +1,156 @@ +using System; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; + +public class EquipmentDataManager : SceneBaseDataManager> +{ + protected override string OBJECT_FOLDER_NAME { get { return "Equipment"; } } + protected override string OBJECT_LIST_NAME { get { return "EquipmentList"; } } + + protected new SceneBaseDataLoader> DataLoader { get; set; } + + bool NewGame = false; + public override void Awake() + { + if (Instance == null) + { + Debug.Log("Create: " + gameObject); + + Instance = this; + } + else + { + Debug.Log(Instance); + Debug.LogError(gameObject); + Destroy(gameObject); + } + } + + private void Start() + { + Debug.Log("Start SceneEquipmentData manager"); + + //TaskUIManager.FindOrCreateInstance(); + var taskManager = EquipmentUIManager.Instance; + + if (taskManager == null) + throw new NullReferenceException("EquipmentUIManager not found!!!"); + + //StaticDataList = (new EquipmentDataListManager()).SetUiManager(ref taskManager); + DynamicDataList = (new EquipmentDataListManager()).SetUiManager(ref taskManager); + + DataLoader = new EquipmentDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME); + + // taskManager.SetList(); + //SaveData(taskManager.GetList(), SceneElementTypeEnum.None); + ((EquipmentDataListManager)DynamicDataList).InitEquipment(); + + //LoadData(SceneElementTypeEnum.None, ref StaticDataList); + //taskManager.SetList(StaticDataList.GetList()); + + if (NewGame) + { + //taskManager.SetList(tmp); + } + else + { + LoadDynamicData(); + + taskManager.SetList(DynamicDataList.GetList()); + + + + // BuildList(); + + // when chest detect player in near arrea and player press "c" + // open panel -> chest controller handle Open panel in Scene Chest Manager passing info about what Chest Palyer want to open + // Manager Build panel and pass info about chest content + } + } + + #region override load & save + protected override bool LoadData(SceneElementTypeEnum type, ref DataListManager> dataListManager) + { + try + { + // 1. Convert EquippableItemPrefabAsset to EquippableItem list + List> convertedList = new List>(); + + foreach (IndexValuePair loadedEquippableItemPrefarbAssetElement in (List>)DataLoader.LoadData(type)) + { + if(loadedEquippableItemPrefarbAssetElement.Value != null) + convertedList.Add(new IndexValuePair((int)loadedEquippableItemPrefarbAssetElement.Key, (EquippableItem)loadedEquippableItemPrefarbAssetElement.Value.EquippableItem)); + else + convertedList.Add(new IndexValuePair((int)loadedEquippableItemPrefarbAssetElement.Key, null)); + } + + // 2. Pass loaded list to InventoryDataManager + dataListManager.SetList(convertedList); + + return true; + } + catch (Exception e) + { + Debug.LogError(e.Message); + } + + return false; + } + + protected override bool SaveData(List> _elements, SceneElementTypeEnum type) + { + try + { + // 1. Convert EquippableItem to EquippableItemPrefabAsset list + List> convertedList = new List>(); + + foreach (IndexValuePair itemElement in _elements) + { + if(itemElement.Value) + convertedList.Add(new IndexValuePair( + (EquipmentPanelSlotsTypeEnum)itemElement.Key, + new EquippableItemPrefabAsset( + itemElement.Value.Name, + itemElement.Value.ItemModel.name, + new Vector3(0, 0, 0), + itemElement.Value + ) + )); + else + convertedList.Add(new IndexValuePair((EquipmentPanelSlotsTypeEnum)itemElement.Key, null)); + } + + // 2. Pass loaded list to InventoryDataManager + DataLoader.SaveData(convertedList, type); + + return true; + } + catch (Exception e) + { + Debug.LogError(e.Message); + } + + return false; + } + #endregion + + protected SceneBaseDataManager> GetObjectType() + { + return GameObject.FindObjectOfType(); + } + + protected SceneBaseDataManager> CreateInstance(ref GameObject managerGameObject) + { + return managerGameObject.AddComponent(); + } + + public override bool SaveDynamicData() + { + Debug.Log("SaveDynamicData"); + // tem approach + DynamicDataList.SetList(EquipmentUIManager.Instance.GetList()); + + return base.SaveDynamicData(); + } +} diff --git a/Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataManager.cs.meta b/Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataManager.cs.meta new file mode 100644 index 00000000..278506fd --- /dev/null +++ b/Assets/Scripts/REFACTORING/Application/Panel/Equipment/EquipmentDataManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1126efb434c50f446b49891f5584c786 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/REFACTORING/Application/Panel/Equipment/SaveEquipmentManager.cs b/Assets/Scripts/REFACTORING/Application/Panel/Equipment/SaveEquipmentManager.cs new file mode 100644 index 00000000..a934744d --- /dev/null +++ b/Assets/Scripts/REFACTORING/Application/Panel/Equipment/SaveEquipmentManager.cs @@ -0,0 +1,134 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using System.Runtime.Serialization.Formatters.Binary; +using UnityEngine; + +public class SaveEquipmentManager : SaveModelSystem> +{ + public override bool SaveModelItem(IndexValuePair model) + { + return base.SaveModelItem(model); + } + + public override bool SaveModelList(List> list) + { + BinaryFormatter formatter = new BinaryFormatter(); + + Debug.Log("Saved Equipment at " + Path); + + if (!Directory.Exists(Path)) Directory.CreateDirectory(Path); + + /* Main logic of conversion data format */ + var data = ConvertObjectsListToListOfDataModels(list); + + FileStream stream = new FileStream( + Path + GetFileName(ObjectListName), + FileMode.Create + ); + + formatter.Serialize(stream, data); + stream.Close(); + + return true; + } + + public override IndexValuePair LoadModelItem() + { + return base.LoadModelItem(); + } + + public override List> LoadModelList() + { + string path = Path + GetFileName(ObjectListName); + + if (File.Exists(path)) + { + BinaryFormatter formatter = new BinaryFormatter(); + FileStream stream = new FileStream(path, FileMode.Open); + + List> euipmentList = formatter.Deserialize(stream) as List>; + stream.Close(); + + return ConvertListOfDataModelsToListOfObject(euipmentList); + } + else + { + Debug.Log("Save file not found in " + path); + } + + return new List>(); + } + + // Support function + + // 1. From model to data format + private IndexValuePair ConvertObjectToDataModel(IndexValuePair model) + { + if (model.Value != null) + return new IndexValuePair(model.Key, new EquippableItemPrefabAssetData(model.Value)); + else + return new IndexValuePair(model.Key, null); + + } + + private List> ConvertObjectsListToListOfDataModels(List> modelsList) + { + // 1. prepare list with all slot possibiliteies + List> convertedList = GetEmptyListOfEquipmentSlotsPrefabData(); + + // 2. Assign values + foreach (IndexValuePair model in modelsList) + { + convertedList.RemoveAll(slot => slot.Key == model.Key); + convertedList.Add(ConvertObjectToDataModel(model)); + } + + return convertedList; + } + + // 2. From data to model format + private IndexValuePair ConvertDataModelToObject(IndexValuePair dataModel) + { + if(dataModel.Value != null) + return new IndexValuePair(dataModel.Key, (EquippableItemPrefabAsset)dataModel.Value.MapDataToPrefabAssetModel()); + else + return new IndexValuePair(dataModel.Key, null); + } + + private List> ConvertListOfDataModelsToListOfObject(List> dataModelsList) + { + // 1. prepare list with all slot possibiliteies + List> convertedList = GetEmptyListOfEquipmentSlotsPrefab(); + + // 2. Assign values + foreach (IndexValuePair dataModel in dataModelsList) + { + convertedList.RemoveAll(slot => slot.Key == (EquipmentPanelSlotsTypeEnum)dataModel.Key); + convertedList.Add(ConvertDataModelToObject(dataModel)); + } + + return convertedList; + } + + + // Empty list factories functions + private List> GetEmptyListOfEquipmentSlotsPrefab() + { + List> convertedList = new List>(); + + foreach (EquipmentPanelSlotsTypeEnum emptyElement in Enum.GetValues(typeof(EquipmentPanelSlotsTypeEnum))) { convertedList.Add(new IndexValuePair(emptyElement, null)); } + + return convertedList; + } + + private List> GetEmptyListOfEquipmentSlotsPrefabData() + { + List> convertedList = new List>(); + + foreach (EquipmentPanelSlotsTypeEnum emptyElement in Enum.GetValues(typeof(EquipmentPanelSlotsTypeEnum))) { convertedList.Add(new IndexValuePair(emptyElement, null)); } + + return convertedList; + } +} \ No newline at end of file diff --git a/Assets/Scripts/REFACTORING/Application/Panel/Equipment/SaveEquipmentManager.cs.meta b/Assets/Scripts/REFACTORING/Application/Panel/Equipment/SaveEquipmentManager.cs.meta new file mode 100644 index 00000000..26f645ba --- /dev/null +++ b/Assets/Scripts/REFACTORING/Application/Panel/Equipment/SaveEquipmentManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 71f06b6e41edc7c4aa8393be45e09f12 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/REFACTORING/Application/Panel/Inventory/InventoryDataListManager.cs b/Assets/Scripts/REFACTORING/Application/Panel/Inventory/InventoryDataListManager.cs index 5cefa38e..459cb1df 100644 --- a/Assets/Scripts/REFACTORING/Application/Panel/Inventory/InventoryDataListManager.cs +++ b/Assets/Scripts/REFACTORING/Application/Panel/Inventory/InventoryDataListManager.cs @@ -1,21 +1,21 @@ using System.Collections.Generic; using UnityEngine; -public class InventoryDataListManager : DataListManager> // or maybe EquippableItem - but its get conflicts... +public class InventoryDataListManager : DataListManager> // or maybe EquippableItem - but its get conflicts... { - public new DataListManager> SetUiManager(ref InventoryUIManager _uiManager) + public new DataListManager> SetUiManager(ref InventoryUIManager _uiManager) { uiManager = _uiManager; return this; } - public override void AddElementToList(KeyValuePair newElement) + public override void AddElementToList(IndexValuePair newElement) { Elements.Add(newElement); } - public override void RemoveElementFromList(KeyValuePair element) + public override void RemoveElementFromList(IndexValuePair element) { throw new System.NotImplementedException(); } diff --git a/Assets/Scripts/REFACTORING/Application/Panel/Inventory/SaveInventoryManager.cs b/Assets/Scripts/REFACTORING/Application/Panel/Inventory/SaveInventoryManager.cs index 2c9df559..f7af7c59 100644 --- a/Assets/Scripts/REFACTORING/Application/Panel/Inventory/SaveInventoryManager.cs +++ b/Assets/Scripts/REFACTORING/Application/Panel/Inventory/SaveInventoryManager.cs @@ -3,14 +3,14 @@ using System.IO; using System.Runtime.Serialization.Formatters.Binary; using UnityEngine; -public class SaveInventoryManager : SaveModelSystem> +public class SaveInventoryManager : SaveModelSystem> { - public override bool SaveModelItem(KeyValuePair model) + public override bool SaveModelItem(IndexValuePair model) { return base.SaveModelItem(model); } - public override bool SaveModelList(List> list) + public override bool SaveModelList(List> list) { BinaryFormatter formatter = new BinaryFormatter(); @@ -32,12 +32,12 @@ public class SaveInventoryManager : SaveModelSystem LoadModelItem() + public override IndexValuePair LoadModelItem() { return base.LoadModelItem(); } - public override List> LoadModelList() + public override List> LoadModelList() { string path = Path + GetFileName(ObjectListName); @@ -46,7 +46,7 @@ public class SaveInventoryManager : SaveModelSystem> questsList = formatter.Deserialize(stream) as List>; + List> questsList = formatter.Deserialize(stream) as List>; stream.Close(); return ConvertListOfDataModelsToListOfObject(questsList); @@ -56,22 +56,22 @@ public class SaveInventoryManager : SaveModelSystem>(); + return new List>(); } // Support function // 1. From model to data format - private KeyValuePair ConvertObjectToDataModel(KeyValuePair model) + private IndexValuePair ConvertObjectToDataModel(IndexValuePair model) { - return new KeyValuePair(model.Key, new EquippableItemPrefabAssetData(model.Value)); + return new IndexValuePair(model.Key, new EquippableItemPrefabAssetData(model.Value)); } - private List> ConvertObjectsListToListOfDataModels(List> modelsList) + private List> ConvertObjectsListToListOfDataModels(List> modelsList) { - List> convertedList = new List>(); + List> convertedList = new List>(); - foreach(KeyValuePair model in modelsList) + foreach(IndexValuePair model in modelsList) { convertedList.Add(ConvertObjectToDataModel(model)); } @@ -80,16 +80,16 @@ public class SaveInventoryManager : SaveModelSystem ConvertDataModelToObject(KeyValuePair dataModel) + private IndexValuePair ConvertDataModelToObject(IndexValuePair dataModel) { - return new KeyValuePair(dataModel.Key, (EquippableItemPrefabAsset)dataModel.Value.MapDataToPrefabAssetModel()); + return new IndexValuePair(dataModel.Key, (EquippableItemPrefabAsset)dataModel.Value.MapDataToPrefabAssetModel()); } - private List> ConvertListOfDataModelsToListOfObject(List> dataModelsList) + private List> ConvertListOfDataModelsToListOfObject(List> dataModelsList) { - List> convertedList = new List>(); + List> convertedList = new List>(); - foreach (KeyValuePair dataModel in dataModelsList) + foreach (IndexValuePair dataModel in dataModelsList) { convertedList.Add(ConvertDataModelToObject(dataModel)); } diff --git a/Assets/Scripts/REFACTORING/Application/Panel/Inventory/SceneInventoryDataLoader.cs b/Assets/Scripts/REFACTORING/Application/Panel/Inventory/SceneInventoryDataLoader.cs index b0d071c2..b99416a4 100644 --- a/Assets/Scripts/REFACTORING/Application/Panel/Inventory/SceneInventoryDataLoader.cs +++ b/Assets/Scripts/REFACTORING/Application/Panel/Inventory/SceneInventoryDataLoader.cs @@ -3,8 +3,8 @@ using System.Collections.Generic; using UnityEditor; using UnityEngine; -public class SceneInventoryDataLoader : SceneBaseDataLoader> -{ +public class SceneInventoryDataLoader : SceneBaseDataLoader> +{ public SceneInventoryDataLoader(string _objectListName, string _objectFolderName) { SaveModelSystem = new SaveInventoryManager(); @@ -12,14 +12,14 @@ public class SceneInventoryDataLoader : SceneBaseDataLoader> LoadGenericData() + protected override List> LoadGenericData() { SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString(); return SaveModelSystem.LoadModelList(); } - protected override bool SaveGenericData(List> _elements) + protected override bool SaveGenericData(List> _elements) { SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString(); @@ -34,11 +34,31 @@ public class SceneInventoryDataLoader : SceneBaseDataLoader> LoadStaticData() { throw new System.NotImplementedException(); } + protected override List> LoadStaticData() { throw new System.NotImplementedException(); } - protected override List> LoadDynamicData() { throw new System.NotImplementedException(); } + protected override List> LoadDynamicData() + { + SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString(); - protected override bool SaveStaticData(List> _elements) { throw new System.NotImplementedException(); } + return SaveModelSystem.LoadModelList(); + } - protected override bool SaveDynamicData(List> _elements) { throw new System.NotImplementedException(); } + protected override bool SaveStaticData(List> _elements) { throw new System.NotImplementedException(); } + + protected override bool SaveDynamicData(List> _elements) + { + SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString(); + + Debug.Log(SaveModelSystem.Path); + + try + { + SaveModelSystem.SaveModelList(_elements); + + return true; + } + catch (Exception e) { Debug.LogError(e.Message); } + + return false; + } } diff --git a/Assets/Scripts/REFACTORING/Application/Panel/Inventory/SceneInventoryDataManager.cs b/Assets/Scripts/REFACTORING/Application/Panel/Inventory/SceneInventoryDataManager.cs index 0d41229f..1e956575 100644 --- a/Assets/Scripts/REFACTORING/Application/Panel/Inventory/SceneInventoryDataManager.cs +++ b/Assets/Scripts/REFACTORING/Application/Panel/Inventory/SceneInventoryDataManager.cs @@ -3,12 +3,31 @@ using System.Collections.Generic; using UnityEngine; [Serializable] -public class SceneInventoryDataManager : SceneBaseDataManager> +public class SceneInventoryDataManager : SceneBaseDataManager> { protected override string OBJECT_FOLDER_NAME { get { return "Inventory"; } } protected override string OBJECT_LIST_NAME { get { return "InventoryList"; } } - protected new SceneBaseDataLoader> DataLoader { get; set; } + protected new SceneBaseDataLoader> DataLoader { get; set; } + + public new static SceneBaseDataManager> Instance; // { get; private set; } + + + public override void Awake() + { + if (Instance == null) + { + Debug.Log("Create: " + gameObject); + + Instance = this; + } + else + { + Debug.Log(Instance); + Debug.LogError(gameObject); + Destroy(gameObject); + } + } private void Start() { @@ -37,16 +56,16 @@ public class SceneInventoryDataManager : SceneBaseDataManager> dataListManager) + protected override bool LoadData(SceneElementTypeEnum type, ref DataListManager> dataListManager) { try { // 1. Convert EquippableItemPrefabAsset to EquippableItem list - List> convertedList = new List>(); + List> convertedList = new List>(); - foreach(KeyValuePair loadedEquippableItemPrefarbAssetElement in (List>)DataLoader.LoadData(SceneElementTypeEnum.None)) + foreach(IndexValuePair loadedEquippableItemPrefarbAssetElement in (List>)DataLoader.LoadData(SceneElementTypeEnum.None)) { - convertedList.Add(new KeyValuePair(loadedEquippableItemPrefarbAssetElement.Key, (EquippableItem)loadedEquippableItemPrefarbAssetElement.Value.EquippableItem)); + convertedList.Add(new IndexValuePair(loadedEquippableItemPrefarbAssetElement.Key, (EquippableItem)loadedEquippableItemPrefarbAssetElement.Value.EquippableItem)); } // 2. Pass loaded list to InventoryDataManager @@ -62,22 +81,22 @@ public class SceneInventoryDataManager : SceneBaseDataManager> _elements, SceneElementTypeEnum type) + protected override bool SaveData(List> _elements, SceneElementTypeEnum type) { try { // 1. Convert EquippableItem to EquippableItemPrefabAsset list - List> convertedList = new List>(); + List> convertedList = new List>(); - foreach (KeyValuePair itemElement in _elements) + foreach (IndexValuePair itemElement in _elements) { - convertedList.Add(new KeyValuePair( + convertedList.Add(new IndexValuePair( itemElement.Key, new EquippableItemPrefabAsset( itemElement.Value.Name, itemElement.Value.ItemModel.name, new Vector3(0, 0, 0), - (EquippableItem)itemElement.Value + itemElement.Value ) )); } @@ -96,12 +115,12 @@ public class SceneInventoryDataManager : SceneBaseDataManager> GetObjectType() + protected SceneBaseDataManager> GetObjectType() { return GameObject.FindObjectOfType(); } - protected SceneBaseDataManager> CreateInstance(ref GameObject managerGameObject) + protected SceneBaseDataManager> CreateInstance(ref GameObject managerGameObject) { return managerGameObject.AddComponent(); } diff --git a/Assets/Scripts/REFACTORING/Application/Shared/Manager/Panel/SceneBaseDataManager.cs b/Assets/Scripts/REFACTORING/Application/Shared/Manager/Panel/SceneBaseDataManager.cs index 22c60484..b5125176 100644 --- a/Assets/Scripts/REFACTORING/Application/Shared/Manager/Panel/SceneBaseDataManager.cs +++ b/Assets/Scripts/REFACTORING/Application/Shared/Manager/Panel/SceneBaseDataManager.cs @@ -18,13 +18,16 @@ public abstract class SceneBaseDataManager : MonoBehaviour public virtual void Awake() { - if (Instance == null) { + Debug.Log("Create: "+gameObject); + Instance = this; } else { + Debug.Log(Instance); + Debug.LogError(gameObject); Destroy(gameObject); } } @@ -74,8 +77,6 @@ public abstract class SceneBaseDataManager : MonoBehaviour { try { - Debug.Log("SaveData"); - Debug.Log(DataLoader); DataLoader.SaveData(_elements, type); return true; @@ -138,17 +139,16 @@ public abstract class SceneBaseDataManager : MonoBehaviour DynamicDataList.RemoveElementFromList(_element); } - public bool SaveDynamicData() + public virtual bool SaveDynamicData() { // TODO // how to get list // 1. List in UI manager should be synchronized with list in this manager + // approach: // 1. get from outside, update local list && us it // 2. Handle list synchronized all the time & pass local list - Debug.Log("SaveDynamicData"); - return SaveData(DynamicDataList.GetList(), SceneElementTypeEnum.Dynamic); } } \ No newline at end of file diff --git a/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/ManagerInterface.cs b/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/ManagerInterface.cs index c924c4dc..e6904869 100644 --- a/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/ManagerInterface.cs +++ b/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/ManagerInterface.cs @@ -3,7 +3,6 @@ using UnityEngine; public interface ManagerInterface { - //public void SetPanelController(ref PanelController dynamicPanelController); public bool OpenPanel(); public bool ClosePanel(); @@ -16,7 +15,4 @@ public interface ManagerInterface public void Add(T model); public void UpdateList(); public void Remove(); - -/* public T Find(); -*/ } diff --git a/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/Panel/Draggable/DraggablePanelController.cs b/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/Panel/Draggable/DraggablePanelController.cs index 2d8fb5cb..a3f667ce 100644 --- a/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/Panel/Draggable/DraggablePanelController.cs +++ b/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/Panel/Draggable/DraggablePanelController.cs @@ -4,7 +4,7 @@ using UnityEditor; using UnityEngine; using UnityEngine.UI; -public abstract class DraggablePanelController : PanelController>, DraggablePanelInterface +public abstract class DraggablePanelController : PanelController>, DraggablePanelInterface { [SerializeField] protected new List ChildBoxList = new List(); @@ -50,14 +50,13 @@ public abstract class DraggablePanelController : PanelController(i, ChildBoxList[i].Item)); + UiManager.Add(new IndexValuePair(i, ChildBoxList[i].Item)); } else { @@ -82,9 +81,9 @@ public abstract class DraggablePanelController : PanelController(dropItemSlot.Number, tmpDraggedItem)); - + EquippableItem tmpDraggedItem = draggedSlot.Item == null ? null : new EquippableItem(draggedSlot.Item); // InventoryUIManager.Instance.DraggedSlot.Item; // remember temporary currently dragged item + UiManager.Add(new IndexValuePair(dropItemSlot.Number, tmpDraggedItem)); + Debug.Log(UiManager); // !!! remember item from dropped position to future operation !!! if (dropItem) DraggedSlotController.Instance.UpdateItem(new EquippableItem(dropItem)); diff --git a/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/Panel/Draggable/DraggedSlotController.cs b/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/Panel/Draggable/DraggedSlotController.cs index 194feca4..887d0b7b 100644 --- a/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/Panel/Draggable/DraggedSlotController.cs +++ b/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/Panel/Draggable/DraggedSlotController.cs @@ -46,7 +46,7 @@ public class DraggedSlotController : MonoBehaviour MakeDraggableItem(beginingPosition); } - private void MakeDraggableItem( Vector3 beginingPosition) + private void MakeDraggableItem(Vector3 beginingPosition) { if (DraggedSlotImage) { diff --git a/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/Panel/WarehousePanel/WarehousePanelController.cs b/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/Panel/WarehousePanel/WarehousePanelController.cs index 6ed8e5bf..effaf4b5 100644 --- a/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/Panel/WarehousePanel/WarehousePanelController.cs +++ b/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/Panel/WarehousePanel/WarehousePanelController.cs @@ -23,17 +23,16 @@ public abstract class WarehousePanelController : DraggablePanelController // 2. Rebuild/apply UiManager content (list of items) base on slots values after its updating // 2.1 Make copy because Add -> base.Add() -> base.Add() -> UpdateList() rebuild content ad pass "new" list (in this case with only one - firtst passed - item) to ChestContentUiMangaer.Element - var ChildBoxListCopy = new List>(ChildBoxList.Where(slot => slot.Item != null).Select(slot => new KeyValuePair(slot.Number, slot.Item)).ToList()); + var ChildBoxListCopy = new List>(ChildBoxList.Where(slot => slot.Item != null).Select(slot => new IndexValuePair(slot.Number, slot.Item)).ToList()); UiManager.RemoveAll(); - foreach(KeyValuePair slot in ChildBoxListCopy) + foreach(IndexValuePair slot in ChildBoxListCopy) { if (slot.Value != null) { Debug.Log($"Slot nr: {slot.Key} with item: {slot.Value}"); - - UiManager.Add(new KeyValuePair(slot.Key, slot.Value)); + UiManager.Add(new IndexValuePair(slot.Key, slot.Value)); } else { @@ -42,7 +41,7 @@ public abstract class WarehousePanelController : DraggablePanelController } } - public override void BuildPanelContent(List> elements) + public override void BuildPanelContent(List> elements) { base.BuildPanelContent(elements); diff --git a/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/UISlotPanelManager.cs b/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/UISlotPanelManager.cs new file mode 100644 index 00000000..c679bc28 --- /dev/null +++ b/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/UISlotPanelManager.cs @@ -0,0 +1,53 @@ + +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +public abstract class UISlotPanelManager : UIBaseManager +{ + public virtual int SLOTS_NUMBER => 0; + + /// + /// Function to find item in warehouser by its id, returns list of all slots where item occured + /// + /// + /// + public abstract List FindItemInWarehouse(int itemId); + + /// + /// Function to find item in warehouser by its name, returns list of all slots where item occured + /// + /// + /// + public abstract List FindItemInWarehouseByName(string itemName); + + + public abstract void RemoveByPosition(int keyPosition); + + public abstract int RemoveByItemId(int itemId); + + public abstract int RemoveByItemName(string itemName); + + public virtual void RemoveAll() + { + Elements.Clear(); + } + + public bool IsFull() + { + return Elements.Count() == SLOTS_NUMBER; + } + + protected bool CheckIfSlotIsInRange(int slotNumber) + { + return slotNumber < SLOTS_NUMBER; + } + + protected abstract bool CheckIfSlotExists(int slotNumber); + + /// + /// Check if slot is empty in local list + /// + /// + protected abstract bool CheckIfPositionIsEmpty(int slotNumber); +} \ No newline at end of file diff --git a/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/UISlotPanelManager.cs.meta b/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/UISlotPanelManager.cs.meta new file mode 100644 index 00000000..277cca11 --- /dev/null +++ b/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/UISlotPanelManager.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: fa3cacb98d47401d9f5e909d2d59d40e +timeCreated: 1669072060 \ No newline at end of file diff --git a/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/UIWarehouseManager.cs b/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/UIWarehouseManager.cs index 8f390bbd..7daa8eac 100644 --- a/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/UIWarehouseManager.cs +++ b/Assets/Scripts/REFACTORING/Application/Shared/Manager/UI/UIWarehouseManager.cs @@ -3,9 +3,9 @@ using System.Linq; using UnityEditor; using UnityEngine; -public abstract class UIWarehouseManager : UIBaseManager> +public abstract class UIWarehouseManager : UISlotPanelManager> { - public virtual int SLOTS_NUMBER => 0; + public override int SLOTS_NUMBER => 48; public static new UIWarehouseManager Instance { get; protected set; } /* @@ -17,7 +17,7 @@ public abstract class UIWarehouseManager : UIBaseManager /// /// /// - public List> FindItemInWarehouse(int itemId) + public override List> FindItemInWarehouse(int itemId) { return Elements.Where(item => item.Value.Id == itemId).ToList(); } @@ -27,7 +27,7 @@ public abstract class UIWarehouseManager : UIBaseManager /// /// /// - public List> FindItemInWarehouseByName(string itemName) + public override List> FindItemInWarehouseByName(string itemName) { return Elements.Where(item => item.Value.name == itemName).ToList(); } @@ -38,9 +38,8 @@ public abstract class UIWarehouseManager : UIBaseManager /// Function (SetItemOnPosition) to add slot with its number and item to list (which will be mapped with panel content) /// /// - public virtual void Add(KeyValuePair itemOnSlot) + public virtual void Add(IndexValuePair itemOnSlot) { - if (!CheckIfSlotIsInRange(itemOnSlot.Key)) throw new System.Exception($"Slot number: {itemOnSlot.Key} is out of range, avaiable: {SLOTS_NUMBER} slots"); @@ -57,7 +56,7 @@ public abstract class UIWarehouseManager : UIBaseManager /// Function to add item on first empty slot to list (which will be mapped with panel content) /// /// - public virtual void Add(Item item) + public virtual void Add(EquippableItem item) { if(IsFull()) throw new System.Exception($"Warehouse is full!!!"); @@ -65,12 +64,11 @@ public abstract class UIWarehouseManager : UIBaseManager // find first empty position / slot var max = Elements.Max(itemSlot => itemSlot.Key); - base.Add(new KeyValuePair(max, item)); + base.Add(new IndexValuePair(max, item)); } - - public virtual void RemoveByPosition(int keyPosition) + public override void RemoveByPosition(int keyPosition) { if (!CheckIfSlotExists(keyPosition)) return; // throw new System.Exception($"Slot with number: {keyPosition} don't exist"); @@ -80,36 +78,17 @@ public abstract class UIWarehouseManager : UIBaseManager Elements.RemoveAll(itemSlot => itemSlot.Key == keyPosition); } - public virtual int RemoveByItemId(int itemId) + public override int RemoveByItemId(int itemId) { return Elements.RemoveAll(itemSlot => itemSlot.Value.Id == itemId); } - public virtual int RemoveByItemName(string itemName) + public override int RemoveByItemName(string itemName) { return Elements.RemoveAll(itemSlot => itemSlot.Value.Name == itemName); } - public virtual void RemoveAll() - { - Elements.Clear(); - } - - public bool IsFull() - { - return Elements.Count() == SLOTS_NUMBER; - } - - - - - - private bool CheckIfSlotIsInRange(int slotNumber) - { - return slotNumber < SLOTS_NUMBER; - } - - private bool CheckIfSlotExists(int slotNumber) + protected override bool CheckIfSlotExists(int slotNumber) { return Elements.Any(itemSlot => itemSlot.Key == slotNumber); } @@ -118,7 +97,7 @@ public abstract class UIWarehouseManager : UIBaseManager /// Check if slot is empty in local list /// /// - private bool CheckIfPositionIsEmpty(int slotNumber) + protected override bool CheckIfPositionIsEmpty(int slotNumber) { if(CheckIfSlotExists(slotNumber)) { return Elements.Where(itemSlot => itemSlot.Key == slotNumber).First().Value == null; diff --git a/Assets/Scripts/REFACTORING/Application/UI/Chest/ChestContentUIManager.cs b/Assets/Scripts/REFACTORING/Application/UI/Chest/ChestContentUIManager.cs index 449b2d7b..1399fb53 100644 --- a/Assets/Scripts/REFACTORING/Application/UI/Chest/ChestContentUIManager.cs +++ b/Assets/Scripts/REFACTORING/Application/UI/Chest/ChestContentUIManager.cs @@ -47,7 +47,7 @@ public class ChestContentUIManager : UIWarehouseManager public override void SetupPanel() { base.SetupPanel(); - Debug.Log(Elements); + // setup models list DynamicPanel.GetComponent().SetUp(Elements); } @@ -58,14 +58,14 @@ public class ChestContentUIManager : UIWarehouseManager } #region adust parent function - public override void Add(KeyValuePair itemOnSlot) + public override void Add(IndexValuePair itemOnSlot) { base.Add(itemOnSlot); UpdateChestContent(); } - public override void Add(Item item) + public override void Add(EquippableItem item) { base.Add(item); diff --git a/Assets/Scripts/REFACTORING/Application/UI/Chest/ChestUIManager.cs b/Assets/Scripts/REFACTORING/Application/UI/Chest/ChestUIManager.cs index 31989379..54d39fc4 100644 --- a/Assets/Scripts/REFACTORING/Application/UI/Chest/ChestUIManager.cs +++ b/Assets/Scripts/REFACTORING/Application/UI/Chest/ChestUIManager.cs @@ -22,8 +22,6 @@ public class ChestUIManager : UIBaseManager } else { - Debug.Log(gameObject); - Debug.Log(Instance); Destroy(gameObject); } } @@ -82,7 +80,7 @@ public class ChestUIManager : UIBaseManager //DynamicPanel.GetComponent().BuildPanelContent(chest.GetContent()); } - public void UpdateChestContent(string chestName, List> chestContent) + public void UpdateChestContent(string chestName, List> chestContent) { Elements.Where(chest => chest.name == chestName).ToList().ForEach(chest => chest.SetContent(chestContent)); } diff --git a/Assets/Scripts/UI.meta b/Assets/Scripts/REFACTORING/Application/UI/Equipment.meta similarity index 77% rename from Assets/Scripts/UI.meta rename to Assets/Scripts/REFACTORING/Application/UI/Equipment.meta index 26c5fc19..940cd380 100644 --- a/Assets/Scripts/UI.meta +++ b/Assets/Scripts/REFACTORING/Application/UI/Equipment.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 9477ac7958629984098c425d3a3a64fe +guid: 153d18ca7804a58499afd259c70a2108 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Assets/Scripts/REFACTORING/Application/UI/Equipment/EquipmentUIManager.cs b/Assets/Scripts/REFACTORING/Application/UI/Equipment/EquipmentUIManager.cs new file mode 100644 index 00000000..5bb75508 --- /dev/null +++ b/Assets/Scripts/REFACTORING/Application/UI/Equipment/EquipmentUIManager.cs @@ -0,0 +1,84 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEditor; +using UnityEngine; + +public class EquipmentUIManager : UIWarehouseManager +{ + public override int SLOTS_NUMBER => 9; + + public static new EquipmentUIManager Instance { get; protected set; } + + public const string ITEM_LOCALIZATION = "UiPanels/"; + public const string PANEL_NAME = "EquipmentPanel"; + + public void Awake() + { + if (Instance == null) + { + Instance = this; + } + else + { + Destroy(gameObject); + } + } + + public override void SetupPanel() + { + base.SetupPanel(); + + // setup models list + DynamicPanel.GetComponent().SetUp(Elements); + } + + public override void UpdateList() + { + DynamicPanel.GetComponent().BuildPanelContent(Elements); + } + + protected override GameObject GetTemplatePanel() + { + // Resources = default path - Asset/Resources ... .obj + return Resources.Load(ITEM_LOCALIZATION + PANEL_NAME) as GameObject; + } + + #region Override list functions + + /// + /// Function (SetItemOnPosition) to add slot with its number and item to list (which will be mapped with panel content) + /// + /// + public override void Add(IndexValuePair itemOnSlot) + { + Debug.Log(itemOnSlot.Value); + if (!CheckIfSlotIsInRange(itemOnSlot.Key)) + throw new System.Exception($"Slot number: {itemOnSlot.Key} is out of range, avaiable: {SLOTS_NUMBER} slots"); + + if (CheckIfSlotExists(itemOnSlot.Key) && !CheckIfPositionIsEmpty(itemOnSlot.Key)) + RemoveByPosition(itemOnSlot.Key); + + if (itemOnSlot.Value != null) + { + Elements.RemoveAll(equipment => equipment.Key == itemOnSlot.Key); + Elements.Add(new IndexValuePair(itemOnSlot.Key, itemOnSlot.Value)); + + UpdateList(); + } + } + + public override void RemoveByPosition(int keyPosition) + { + if (!CheckIfSlotExists(keyPosition)) + return; // throw new System.Exception($"Slot with number: {keyPosition} don't exist"); + + Debug.Log($"Remove from position: {keyPosition}"); + + + Elements.RemoveAll(equipment => equipment.Key == keyPosition); + Elements.Add(new IndexValuePair(keyPosition, null)); + } + + #endregion +} diff --git a/Assets/Scripts/REFACTORING/Application/UI/Equipment/EquipmentUIManager.cs.meta b/Assets/Scripts/REFACTORING/Application/UI/Equipment/EquipmentUIManager.cs.meta new file mode 100644 index 00000000..b3174780 --- /dev/null +++ b/Assets/Scripts/REFACTORING/Application/UI/Equipment/EquipmentUIManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e09bf4772fa4f3042a7b2d2e04051247 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/REFACTORING/Application/UI/Panel/ChestPanelController.cs b/Assets/Scripts/REFACTORING/Application/UI/Panel/ChestPanelController.cs index 52dd355a..319296ba 100644 --- a/Assets/Scripts/REFACTORING/Application/UI/Panel/ChestPanelController.cs +++ b/Assets/Scripts/REFACTORING/Application/UI/Panel/ChestPanelController.cs @@ -8,7 +8,7 @@ using System; public class ChestPanelController : WarehousePanelController { - protected override UIBaseManager> FetchUiManager() + protected override UIBaseManager> FetchUiManager() { return GameObject.FindObjectOfType(); } @@ -61,7 +61,7 @@ public class ChestPanelController : WarehousePanelController // 2. Set up panel additn items to it - public override void SetUp(List> elements) + public override void SetUp(List> elements) { // Build panel content template BuildPanelSlots(); @@ -71,15 +71,15 @@ public class ChestPanelController : WarehousePanelController } - public override void BuildPanelContent(List> elements) + public override void BuildPanelContent(List> elements) { base.BuildPanelContent(elements); Debug.Log("Build content"); - foreach (KeyValuePair element in elements) + foreach (IndexValuePair element in elements) { - Debug.Log($"key: {element.Key} - value: {element.Value}"); + Debug.Log($"key: {element.Key} - value: {element.Value} - type: {element.Value.EquipmentType}"); ChildBoxList[element.Key].SetItem(new EquippableItem(element.Value)); } } diff --git a/Assets/Scripts/REFACTORING/Application/UI/Panel/EquipmentPanelController.cs b/Assets/Scripts/REFACTORING/Application/UI/Panel/EquipmentPanelController.cs new file mode 100644 index 00000000..4a0d8a30 --- /dev/null +++ b/Assets/Scripts/REFACTORING/Application/UI/Panel/EquipmentPanelController.cs @@ -0,0 +1,94 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEditor; +using UnityEngine; + + +public class EquipmentPanelController : DraggablePanelController +{ + [SerializeField] protected GameObject _panelAdditionalSlotsContent; + + protected override UIBaseManager> FetchUiManager() + { + return GameObject.FindObjectOfType(); + } + + public override void BuildPanelSlots() + { + InitSlotsList(); + } + + public void InitSlotsList() + { + ChildBoxList.Add(SetupDragAndDropToSlot(_panelContent.transform.Find("equipment_slot_helmet").GetComponent())); + ChildBoxList.Add(SetupDragAndDropToSlot(_panelContent.transform.Find("equipment_slot_armor").GetComponent())); + ChildBoxList.Add(SetupDragAndDropToSlot(_panelContent.transform.Find("equipment_slot_weapon").GetComponent())); + ChildBoxList.Add(SetupDragAndDropToSlot(_panelContent.transform.Find("equipment_slot_boots").GetComponent())); + ChildBoxList.Add(SetupDragAndDropToSlot(_panelAdditionalSlotsContent.transform.Find("equipment_slot_ring").GetComponent())); + ChildBoxList.Add(SetupDragAndDropToSlot(_panelAdditionalSlotsContent.transform.Find("equipment_slot_bracelet").GetComponent())); + ChildBoxList.Add(SetupDragAndDropToSlot(_panelAdditionalSlotsContent.transform.Find("equipment_slot_necklet").GetComponent())); + ChildBoxList.Add(SetupDragAndDropToSlot(_panelAdditionalSlotsContent.transform.Find("equipment_slot_potion_i").GetComponent())); + ChildBoxList.Add(SetupDragAndDropToSlot(_panelAdditionalSlotsContent.transform.Find("equipment_slot_potion_ii").GetComponent())); + } + + + public override GameObject BuildSlot(int key, GameObject _parent) { throw new NotImplementedException(); } + + + // 2. Set up panel additn items to it + + //public void SetUp - in parent + + public override void BuildPanelContent(List> elements) + { + + base.BuildPanelContent(elements); + + Debug.Log("Build content"); + foreach (IndexValuePair element in elements) + { + Debug.Log($"key: {element.Key} - value: {element.Value}"); + + if(element.Value != null) + ChildBoxList.Where(slot => ((EquipmentSlot)slot).type == (EquipmentPanelSlotsTypeEnum)element.Key).ToList().ForEach(slot => slot.SetItem((EquippableItem)element.Value)); + } + } + + + + + public override void ClearSlots() + { + foreach (ItemSlot ChestSlot in ChildBoxList) + { + ChestSlot.ResetSlot(); + } + } + + + + public virtual void EndDrag(ItemSlot itemSlot) + { + if (!DraggedSlotController.Instance.IsDragged()) // if there was nothing dragged - ignore event + return; + + DraggedSlotController.Instance.RemoveDraggedSlot(); + + Debug.Log(this); + + // Rebuild/apply UiManager content (list of items) base on slots values after its updating + for (int i = 0; i < ChildBoxList.Count; i++) + { + if (ChildBoxList[i].Item != null) + { + UiManager.Add(new IndexValuePair(i, ChildBoxList[i].Item)); + } + else + { + UiManager.RemoveByPosition(i); + } + } + } + +} diff --git a/Assets/Scripts/Equipment/EquipmentPanelController.cs.meta b/Assets/Scripts/REFACTORING/Application/UI/Panel/EquipmentPanelController.cs.meta similarity index 83% rename from Assets/Scripts/Equipment/EquipmentPanelController.cs.meta rename to Assets/Scripts/REFACTORING/Application/UI/Panel/EquipmentPanelController.cs.meta index d924803f..d43286b0 100644 --- a/Assets/Scripts/Equipment/EquipmentPanelController.cs.meta +++ b/Assets/Scripts/REFACTORING/Application/UI/Panel/EquipmentPanelController.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 42863f9f48506b944b90213e49c99763 +guid: e143aeb4404531f4aadd27d560e12565 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/REFACTORING/Application/UI/Panel/InventoryPanelController.cs b/Assets/Scripts/REFACTORING/Application/UI/Panel/InventoryPanelController.cs index e57535ce..ab0d1f16 100644 --- a/Assets/Scripts/REFACTORING/Application/UI/Panel/InventoryPanelController.cs +++ b/Assets/Scripts/REFACTORING/Application/UI/Panel/InventoryPanelController.cs @@ -8,7 +8,7 @@ using System; public class InventoryPanelController : WarehousePanelController { - protected override UIBaseManager> FetchUiManager() + protected override UIBaseManager> FetchUiManager() { var uiManager = GameObject.FindObjectOfType(); @@ -66,7 +66,7 @@ public class InventoryPanelController : WarehousePanelController // 2. Set up panel additn items to it - public override void SetUp(List> elements) + public override void SetUp(List> elements) { // Build panel content template BuildPanelSlots(); @@ -76,16 +76,16 @@ public class InventoryPanelController : WarehousePanelController } - public override void BuildPanelContent(List> elements) + public override void BuildPanelContent(List> elements) { base.BuildPanelContent(elements); Debug.Log("Build content"); - foreach (KeyValuePair element in elements) + foreach (IndexValuePair element in elements) { Debug.Log($"key: {element.Key} - value: {element.Value}"); - ChildBoxList[element.Key].SetItem((EquippableItem)element.Value); + ChildBoxList[element.Key].SetItem(element.Value); } } } diff --git a/Assets/Scripts/REFACTORING/Domain/Enum/EquipmentPanelSlotsTypeEnum.cs b/Assets/Scripts/REFACTORING/Domain/Enum/EquipmentPanelSlotsTypeEnum.cs new file mode 100644 index 00000000..2281e958 --- /dev/null +++ b/Assets/Scripts/REFACTORING/Domain/Enum/EquipmentPanelSlotsTypeEnum.cs @@ -0,0 +1,13 @@ +[System.Serializable] +public enum EquipmentPanelSlotsTypeEnum +{ + HelmetSlot, + ArmorSlot, + WeaponSlot, + BootsSlot, + RingSlot, + BraceletSlot, + NeckletSlot, + PotionSlotSt, + PotionSlotNd +} \ No newline at end of file diff --git a/Assets/Scripts/REFACTORING/Domain/Enum/EquipmentPanelSlotsTypeEnum.cs.meta b/Assets/Scripts/REFACTORING/Domain/Enum/EquipmentPanelSlotsTypeEnum.cs.meta new file mode 100644 index 00000000..a07def88 --- /dev/null +++ b/Assets/Scripts/REFACTORING/Domain/Enum/EquipmentPanelSlotsTypeEnum.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 30d5a385ac41da54986a749a11874525 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/REFACTORING/Domain/Enum/EquipmentTypeEnum.cs b/Assets/Scripts/REFACTORING/Domain/Enum/EquipmentTypeEnum.cs index 77df1ed8..5e6b12e9 100644 --- a/Assets/Scripts/REFACTORING/Domain/Enum/EquipmentTypeEnum.cs +++ b/Assets/Scripts/REFACTORING/Domain/Enum/EquipmentTypeEnum.cs @@ -1,6 +1,7 @@ [System.Serializable] public enum EquipmentTypeEnum { + None, // IMPORTANT after cast from Item to DefaultItem it gets defaulty first type so... Helmet, Chest, Gloves, diff --git a/Assets/Scripts/REFACTORING/Models/Chest/Chest.cs b/Assets/Scripts/REFACTORING/Models/Chest/Chest.cs index 7a2631a7..e0118af1 100644 --- a/Assets/Scripts/REFACTORING/Models/Chest/Chest.cs +++ b/Assets/Scripts/REFACTORING/Models/Chest/Chest.cs @@ -16,6 +16,19 @@ public struct IndexValuePair } } +[System.Serializable] +public struct IndexValuePair +{ + [SerializeField] public V Key; + [SerializeField] public T Value; + + public IndexValuePair(V key, T value) + { + Key = key; + Value = value; + } +} + [System.Serializable] [CreateAssetMenu(fileName = "New Chest", menuName = "Inventory/Chest")] public class Chest @@ -50,7 +63,7 @@ public class Chest public ChestTypeEnum ChestType; - public List> Content = new List>(); + public List> Content = new List>(); public Chest() { } @@ -72,7 +85,7 @@ public class Chest this.ChestType = _type; } - public Chest(string _name, string _description, GameObject _chestModel, ChestTypeEnum _type, List> _content) + public Chest(string _name, string _description, GameObject _chestModel, ChestTypeEnum _type, List> _content) { this.Name = _name; this.Description = _description; @@ -82,23 +95,23 @@ public class Chest SetContent(_content); } - public void SetContent(List> _content) + public void SetContent(List> _content) { Content.Clear(); - foreach (KeyValuePair element in _content) + foreach (IndexValuePair element in _content) { - Content.Add(new IndexValuePair(element.Key, element.Value)); + Content.Add(new IndexValuePair(element.Key, element.Value)); } } - public List> GetContent() + public List> GetContent() { - List> castedContent = new List>(); + List> castedContent = new List>(); - foreach (IndexValuePair element in Content) + foreach (IndexValuePair element in Content) { - castedContent.Add(new KeyValuePair(element.Key, element.Value)); + castedContent.Add(new IndexValuePair(element.Key, element.Value)); } return castedContent; diff --git a/Assets/Scripts/REFACTORING/Models/Chest/ChestData.cs b/Assets/Scripts/REFACTORING/Models/Chest/ChestData.cs index 9b15fe81..ba12d8eb 100644 --- a/Assets/Scripts/REFACTORING/Models/Chest/ChestData.cs +++ b/Assets/Scripts/REFACTORING/Models/Chest/ChestData.cs @@ -22,7 +22,7 @@ public class ChestData : ModelData { description = chest.description; - foreach(IndexValuePair item in chest.Content) + foreach(IndexValuePair item in chest.Content) { content.Add( new IndexValuePair(item.Key, new EquippableItemData(item.Value)) @@ -42,9 +42,16 @@ public class ChestData : ModelData chest.Content.Clear(); foreach (IndexValuePair item in content) { - chest.Content.Add( - new IndexValuePair(item.Key, item.Value.MapDataToObject()) - ); + var castedObject = item.Value.MapDataToObject() as EquippableItem; + + if(castedObject == null) + chest.Content.Add( + new IndexValuePair(item.Key, new EquippableItem(item.Value.MapDataToObject())) + ); + else + chest.Content.Add( + new IndexValuePair(item.Key, castedObject) + ); } return chest; diff --git a/Assets/Scripts/REFACTORING/Models/Chest/ChestPrefabAsset.cs b/Assets/Scripts/REFACTORING/Models/Chest/ChestPrefabAsset.cs index 57a26196..492d0b47 100644 --- a/Assets/Scripts/REFACTORING/Models/Chest/ChestPrefabAsset.cs +++ b/Assets/Scripts/REFACTORING/Models/Chest/ChestPrefabAsset.cs @@ -9,7 +9,7 @@ public class ChestPrefabAsset : PrefabAssetModel [SerializeField] public Chest Chest = null; - //public List> Content { get; set; } + //public List> Content { get; set; } public ChestPrefabAsset(Chest _chest) : base(_chest.name, _chest.ChestModel.name, new Vector3(0,0,0)) diff --git a/Assets/Scripts/REFACTORING/Models/Chest/ChestPrefabAssetData.cs b/Assets/Scripts/REFACTORING/Models/Chest/ChestPrefabAssetData.cs index 69e34745..279ba2b8 100644 --- a/Assets/Scripts/REFACTORING/Models/Chest/ChestPrefabAssetData.cs +++ b/Assets/Scripts/REFACTORING/Models/Chest/ChestPrefabAssetData.cs @@ -5,21 +5,21 @@ using UnityEngine; public class ChestPrefabAssetData : PrefabAssetModelData { [SerializeField] ChestData ChestData; - //public List> Content { get; set; } + //public List> Content { get; set; } public ChestPrefabAssetData(ChestPrefabAsset assetModel) : base(assetModel) { ChestData = MapModelToData(assetModel.Chest); -/* Content = new List>(); - - Debug.Log("ChestPrefarbAsset to ChestPrefarbAssetData - " + assetModel.Name); - - foreach(KeyValuePair itemEntry in assetModel.Content) - { - Debug.Log("Slot nr " + itemEntry.Key); - Content[itemEntry.Key] = itemEntry.Value.MapPrefabAssetModelToData(); - }*/ + /* Content = new List>(); + + Debug.Log("ChestPrefarbAsset to ChestPrefarbAssetData - " + assetModel.Name); + + foreach(IndexValuePair itemEntry in assetModel.Content) + { + Debug.Log("Slot nr " + itemEntry.Key); + Content[itemEntry.Key] = itemEntry.Value.MapPrefabAssetModelToData(); + }*/ } public ChestData MapModelToData(Chest chest) @@ -42,8 +42,8 @@ public class ChestPrefabAssetData : PrefabAssetModelData ); // todo convert each item to data - Debug.Log(ChestData); chestPrefabAsset.Chest = ChestData.MapDataToObject(); + // clear content and set items from data - this will modify Scri-0ptableObject data also in source //chestPrefabAsset.Chest.Content.Clear(); /* foreach (IndexValuePair modelData in ChestData.content) diff --git a/Assets/Scripts/REFACTORING/Models/Item/EquippableItem/EquippableItem.cs b/Assets/Scripts/REFACTORING/Models/Item/EquippableItem/EquippableItem.cs index 66f229b7..bab69af5 100644 --- a/Assets/Scripts/REFACTORING/Models/Item/EquippableItem/EquippableItem.cs +++ b/Assets/Scripts/REFACTORING/Models/Item/EquippableItem/EquippableItem.cs @@ -15,11 +15,11 @@ public class EquippableItem : Item public bool isStackable = false; [Space] - public EquipmentTypeEnum EquipmentType; + public EquipmentTypeEnum EquipmentType = EquipmentTypeEnum.None; public EquippableItem(){} - public EquippableItem(Item _item) : base(_item){} + public EquippableItem(Item _item) : base(_item) {} public EquippableItem(EquippableItem _item) : base(_item.name, _item.description, _item.level, _item.itemModel, _item.image) { @@ -27,6 +27,8 @@ public class EquippableItem : Item AgilityBonus = _item.AgilityBonus; InteligenceBonus = _item.InteligenceBonus; VitalityBonus = _item.VitalityBonus; + + EquipmentType = _item.EquipmentType; } public EquippableItem(string _name, string _description, int _level, GameObject _itemModel, Sprite _image) : base(_name, _description, _level, _itemModel, _image) { } diff --git a/Assets/Scripts/REFACTORING/Models/Item/EquippableItem/EquippableItemData.cs b/Assets/Scripts/REFACTORING/Models/Item/EquippableItem/EquippableItemData.cs index 7ae83e03..b4f30c5e 100644 --- a/Assets/Scripts/REFACTORING/Models/Item/EquippableItem/EquippableItemData.cs +++ b/Assets/Scripts/REFACTORING/Models/Item/EquippableItem/EquippableItemData.cs @@ -1,3 +1,4 @@ +using System; using UnityEngine; [System.Serializable] diff --git a/Assets/Scripts/REFACTORING/Models/Item/ItemData.cs b/Assets/Scripts/REFACTORING/Models/Item/ItemData.cs index 99dafa5a..8e3856cb 100644 --- a/Assets/Scripts/REFACTORING/Models/Item/ItemData.cs +++ b/Assets/Scripts/REFACTORING/Models/Item/ItemData.cs @@ -1,3 +1,4 @@ +using System; using UnityEngine; @@ -57,7 +58,7 @@ public abstract class ItemData : ModelData protected override Item TryFindResource(string modelName) { var resource = Resources.Load(MODEL_LOCALIZATION + modelName); - Debug.Log(MODEL_LOCALIZATION + modelName); + if (!resource) throw new System.Exception($"Resource {modelName} not found!!"); diff --git a/Assets/Scripts/Equipment/EquipmentSlot.cs b/Assets/Scripts/REFACTORING/Models/Panel/Slot/EquipmentSlot.cs similarity index 69% rename from Assets/Scripts/Equipment/EquipmentSlot.cs rename to Assets/Scripts/REFACTORING/Models/Panel/Slot/EquipmentSlot.cs index 55acb73f..f37d2115 100644 --- a/Assets/Scripts/Equipment/EquipmentSlot.cs +++ b/Assets/Scripts/REFACTORING/Models/Panel/Slot/EquipmentSlot.cs @@ -2,8 +2,12 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +[System.Serializable] public class EquipmentSlot : ItemSlot { + + [SerializeField] public EquipmentPanelSlotsTypeEnum type; + public EquipmentTypeEnum EquipmentType; public override bool CanReceiveItem(Item item) @@ -12,6 +16,7 @@ public class EquipmentSlot : ItemSlot 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 + + return equippableItem != null && equippableItem.EquipmentType != EquipmentTypeEnum.None && equippableItem.EquipmentType == EquipmentType; // the second condition is to put items on fields with matched type } } diff --git a/Assets/Scripts/Equipment/EquipmentSlot.cs.meta b/Assets/Scripts/REFACTORING/Models/Panel/Slot/EquipmentSlot.cs.meta similarity index 100% rename from Assets/Scripts/Equipment/EquipmentSlot.cs.meta rename to Assets/Scripts/REFACTORING/Models/Panel/Slot/EquipmentSlot.cs.meta diff --git a/Assets/Scripts/SaveController.cs b/Assets/Scripts/SaveController.cs index 73b7838e..03e3ed77 100644 --- a/Assets/Scripts/SaveController.cs +++ b/Assets/Scripts/SaveController.cs @@ -19,9 +19,10 @@ public class SaveController : MonoBehaviour PlayerPrefs.SetInt("continued", continued); } - public void SaveItems() + public void SaveItems() // toDO change name to save Equipment - save items will save items on map eg after drops { - SceneEquippableItemManager.Instance.SaveEquippableItems(); + //SceneEquippableItemManager.Instance.SaveEquippableItems(); + EquipmentDataManager.Instance.SaveDynamicData(); } public void SaveQuests() @@ -38,6 +39,6 @@ public class SaveController : MonoBehaviour public void SaveChests() { - SceneChestManager.Instance.SaveChests(); + SceneChestDataManager.Instance.SaveDynamicData(); } } diff --git a/Assets/Scripts/SettingsButton.cs b/Assets/Scripts/SettingsButton.cs index ad567c1d..81673068 100644 --- a/Assets/Scripts/SettingsButton.cs +++ b/Assets/Scripts/SettingsButton.cs @@ -9,7 +9,7 @@ namespace GUI_Scripts public void manageWindow() { - if(!InventoryUIManager.Instance.GetPanelStatus() && !EquipmentManager.Instance.isOpen) + if(!InventoryUIManager.Instance.GetPanelStatus() && !EquipmentUIManager.Instance.GetPanelStatus()) this.OpenPlayerPanel(); else this.ClosePlayerPanel(); @@ -17,19 +17,19 @@ namespace GUI_Scripts } public void OpenPlayerPanel() { - if(!InventoryUIManager.Instance.GetPanelStatus() || !EquipmentManager.Instance.isOpen) + if(!InventoryUIManager.Instance.GetPanelStatus() || !EquipmentUIManager.Instance.GetPanelStatus()) { InventoryUIManager.Instance.OpenPanel(); - EquipmentManager.Instance.OpenPanel(); + EquipmentUIManager.Instance.OpenPanel(); } } public void ClosePlayerPanel() { - if(InventoryUIManager.Instance.GetPanelStatus() || EquipmentManager.Instance.isOpen) + if(InventoryUIManager.Instance.GetPanelStatus() || EquipmentUIManager.Instance.GetPanelStatus()) { InventoryUIManager.Instance.ClosePanel(); - EquipmentManager.Instance.ClosePanel(); + EquipmentUIManager.Instance.ClosePanel(); } } diff --git a/Assets/Scripts/UI/BasePanelController.cs b/Assets/Scripts/UI/BasePanelController.cs deleted file mode 100644 index 012e41f2..00000000 --- a/Assets/Scripts/UI/BasePanelController.cs +++ /dev/null @@ -1,222 +0,0 @@ -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 _itemSlots = new List(); - - 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 _items) - { - SetPanelItems(_items); - } - - private void SetPanelItems(Dictionary _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 - // Update Object surce items list based on slots state and configuration - for (int i = 0; i < _itemSlots.Count; i++) - { - if (_itemSlots[i].Item != null) - { - _instance.GetComponent().SetItemOnPosition(i, _itemSlots[i].Item); - } - else - { - _instance.GetComponent().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().SetItemOnPosition(InventoryManager.Instance.DraggedSlot.Number, InventoryManager.Instance.DraggedSlot.Item); - _instance.GetComponent().SetItemOnPosition(dropItemSlot.Number, dropItemSlot.Item); - } - } - #endregion -} diff --git a/Assets/Scripts/UI/BaseWarehouseController.cs b/Assets/Scripts/UI/BaseWarehouseController.cs deleted file mode 100644 index af2b7c7d..00000000 --- a/Assets/Scripts/UI/BaseWarehouseController.cs +++ /dev/null @@ -1,59 +0,0 @@ -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 _items = new Dictionary(); - - - 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) - { - // Drag setup first end second object on the same panel - should only one - this wwere dropped item - // Becouse of this source slot from other panel is settuping in dropped panel too - list get empty item and it cause errors - if(_item != null) - this._items[_keyPosition] = _item; - // if we assign null its removed later in EndDrag method - } - - public virtual void RemoveItemFromPosition(int _keyPosition) - { - this._items.Remove(_keyPosition); - } -} - diff --git a/Assets/Scripts/UI/BaseWarehouseController.cs.meta b/Assets/Scripts/UI/BaseWarehouseController.cs.meta deleted file mode 100644 index 3338ba15..00000000 --- a/Assets/Scripts/UI/BaseWarehouseController.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 967250d8d9011314e8c6d1e58b524211 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: