BUILD - hot fix after merge
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||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 4869648843286970699}
|
||||
m_RootOrder: 1
|
||||
@ -5611,6 +5629,7 @@ Transform:
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 4869648843286970699}
|
||||
m_RootOrder: 9
|
||||
@ -5686,6 +5705,7 @@ Transform:
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 4869648843286970699}
|
||||
m_RootOrder: 6
|
||||
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -42,6 +42,10 @@ public class PickableController : MonoBehaviour
|
||||
if(!InventoryUIManager.Instance.IsFull())
|
||||
{
|
||||
InventoryUIManager.Instance.Add(this.item);
|
||||
|
||||
if(InventoryUIManager.Instance.GetPanelStatus())
|
||||
GameObject.FindObjectOfType<InventoryPanelController>().BuildPanelContent(InventoryUIManager.Instance.GetList());
|
||||
|
||||
isPicked = 1;
|
||||
//PlayerPrefs.SetInt(name, isPicked);
|
||||
//gameObject.SetActive(false);
|
||||
@ -57,7 +61,7 @@ public class PickableController : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTrigerEnter2D(Collider2D collision)
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
if (collision.tag == "Player")
|
||||
{
|
||||
|
@ -52,8 +52,6 @@ public class NPCDialogue : MonoBehaviour
|
||||
sentences = new Queue<string>();
|
||||
sentencesWQuest = new Queue<string>();
|
||||
sentencesAQuest = new Queue<string>();
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void TriggerDialogue()
|
||||
@ -326,7 +324,15 @@ public class NPCDialogue : MonoBehaviour
|
||||
|
||||
InventoryUIManager.Instance.RemoveByPosition(questItem[0].Key);
|
||||
|
||||
// 2. Set as finished
|
||||
// 3. remove quest from player list
|
||||
var task = TaskUIManager.Instance.FindTaskByName(gameObject.GetComponent<NPCQuest>().quest.Title);
|
||||
|
||||
if (task.Count == 0)
|
||||
Debug.LogError($"Task '{gameObject.GetComponent<NPCQuest>().quest.Title}' not found");
|
||||
else
|
||||
TaskUIManager.Instance.RemoveByName(gameObject.GetComponent<NPCQuest>().quest.Title);
|
||||
|
||||
// 3. Set as finished
|
||||
isQuest = 3;
|
||||
EndDialogue();
|
||||
}
|
||||
|
@ -174,16 +174,17 @@ public class Player : MonoBehaviour
|
||||
|
||||
private void HandleAttacks()
|
||||
{
|
||||
|
||||
if (canWalk == true)
|
||||
{
|
||||
if (!EquipmentUIManager.Instance.GetList().Select(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot).First())
|
||||
if (EquipmentUIManager.Instance.GetList().Count() == 0 || EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).Count() == 0)
|
||||
return;
|
||||
|
||||
if (EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot).First().Value.Name.Equals("pickaxe_test") && attackSword)
|
||||
if (EquipmentUIManager.Instance.GetList().Count() != 0 && EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).First().Value.Name.Equals("Pickaxe") && attackSword)
|
||||
{
|
||||
myAnimator.SetTrigger("pickaxe");
|
||||
}
|
||||
else if (attackSword && EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot).First().Value.Name.Equals("Basic_Sword"))
|
||||
else if (attackSword && EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).First().Value.Name.Equals("Basic Sword"))
|
||||
{
|
||||
myAnimator.SetTrigger("attack");
|
||||
}
|
||||
@ -356,16 +357,20 @@ public class Player : MonoBehaviour
|
||||
|
||||
public void ManageStrength()
|
||||
{
|
||||
if (!EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot).First().Value)
|
||||
if (EquipmentUIManager.Instance.GetList().Count() == 0 || EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).Count() == 0)
|
||||
{
|
||||
attackValue = 0f;
|
||||
}
|
||||
else if (EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot).First().Value.Name.Equals("pickaxe_test"))
|
||||
else if (EquipmentUIManager.Instance.GetList().Count() != 0 &&
|
||||
EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).Count() > 0 &&
|
||||
EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).First().Value.Name.Equals("Pickaxe"))
|
||||
{
|
||||
attackValue = 0.5f;
|
||||
PlayerPrefs.SetFloat("attackValue", attackValue);
|
||||
}
|
||||
else if (EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot).First().Value.Name.Equals("Basic_Sword"))
|
||||
else if (EquipmentUIManager.Instance.GetList().Count() != 0 &&
|
||||
EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).Count() > 0 &&
|
||||
EquipmentUIManager.Instance.GetList().Where(el => el.Key == (int)EquipmentPanelSlotsTypeEnum.WeaponSlot && el.Value != null).First().Value.Name.Equals("Basic Sword"))
|
||||
{
|
||||
attackValue = 1.0f;
|
||||
PlayerPrefs.SetFloat("attackValue", attackValue);
|
||||
|
@ -24,6 +24,11 @@ public class ChestController : MonoBehaviour
|
||||
ChestUIManager.Instance.CurrentChestName = null;
|
||||
|
||||
ChestUIManager.Instance.ClosePanel();
|
||||
|
||||
// Close additiona panels
|
||||
if (EquipmentUIManager.Instance.GetPanelStatus()) EquipmentUIManager.Instance.ClosePanel();
|
||||
|
||||
if (InventoryUIManager.Instance.GetPanelStatus()) InventoryUIManager.Instance.ClosePanel();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -62,12 +62,12 @@ public class SaveChestManager : SaveModelSystem<ChestPrefabAsset>
|
||||
// Support function
|
||||
|
||||
// 1. From model to data format
|
||||
private ChestPrefabAssetData ConvertObjectToDataModel(ChestPrefabAsset model)
|
||||
public static ChestPrefabAssetData ConvertObjectToDataModel(ChestPrefabAsset model)
|
||||
{
|
||||
return new ChestPrefabAssetData(model);
|
||||
}
|
||||
|
||||
private List<ChestPrefabAssetData> ConvertObjectsListToListOfDataModels(List<ChestPrefabAsset> modelsList)
|
||||
public static List<ChestPrefabAssetData> ConvertObjectsListToListOfDataModels(List<ChestPrefabAsset> modelsList)
|
||||
{
|
||||
List<ChestPrefabAssetData> convertedList = new List<ChestPrefabAssetData>();
|
||||
|
||||
@ -80,12 +80,12 @@ public class SaveChestManager : SaveModelSystem<ChestPrefabAsset>
|
||||
}
|
||||
|
||||
// 2. From data to model format
|
||||
private ChestPrefabAsset ConvertDataModelToObject(ChestPrefabAssetData dataModel)
|
||||
public static ChestPrefabAsset ConvertDataModelToObject(ChestPrefabAssetData dataModel)
|
||||
{
|
||||
return (ChestPrefabAsset)dataModel.MapDataToPrefabAssetModel();
|
||||
}
|
||||
|
||||
private List<ChestPrefabAsset> ConvertListOfDataModelsToListOfObject(List<ChestPrefabAssetData> dataModelsList)
|
||||
public static List<ChestPrefabAsset> ConvertListOfDataModelsToListOfObject(List<ChestPrefabAssetData> dataModelsList)
|
||||
{
|
||||
List<ChestPrefabAsset> convertedList = new List<ChestPrefabAsset>();
|
||||
|
||||
|
@ -87,9 +87,6 @@ public class SceneChestDataLoader : SceneBaseDataLoader<ChestPrefabAsset>
|
||||
*/
|
||||
|
||||
|
||||
|
||||
protected override List<ChestPrefabAsset> LoadStaticData() { throw new System.NotImplementedException(); }
|
||||
|
||||
protected override List<ChestPrefabAsset> LoadDynamicData()
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
|
||||
@ -97,23 +94,11 @@ public class SceneChestDataLoader : SceneBaseDataLoader<ChestPrefabAsset>
|
||||
return SaveModelSystem.LoadModelList();
|
||||
}
|
||||
|
||||
protected override bool SaveStaticData(List<ChestPrefabAsset> _elements) { throw new System.NotImplementedException(); }
|
||||
|
||||
protected override bool SaveDynamicData(List<ChestPrefabAsset> _elements)
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().WithMap(CurrentMap).WithDataType(SceneElementTypeEnum.Dynamic).GetString();
|
||||
|
||||
Debug.Log(SaveModelSystem.Path);
|
||||
|
||||
try
|
||||
{
|
||||
SaveModelSystem.SaveModelList(_elements);
|
||||
|
||||
return true;
|
||||
}
|
||||
catch (Exception e) { Debug.LogError(e.Message); }
|
||||
|
||||
return false;
|
||||
return base.SaveDynamicData(_elements);
|
||||
}
|
||||
|
||||
protected override List<ChestPrefabAsset> LoadGenericData() { throw new NotImplementedException(); }
|
||||
|
@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
@ -15,15 +16,12 @@ public class SceneChestDataManager : SceneBaseDataManager<ChestPrefabAsset>
|
||||
|
||||
[SerializeField] Chest CurrentChest;
|
||||
|
||||
[SerializeField] protected new ChestUIManager UiManager;
|
||||
|
||||
[SerializeField] public List<ChestPrefabAssetData> ElementsToBuildOnSceneList = new List<ChestPrefabAssetData>();
|
||||
[SerializeField] List<ChestPrefabAsset> convertedData = new List<ChestPrefabAsset>();
|
||||
|
||||
|
||||
[SerializeField] List<ChestPrefabAsset> convertDataToAsset = new List<ChestPrefabAsset>();
|
||||
|
||||
|
||||
// tmp var
|
||||
bool NewGame = true;
|
||||
|
||||
public override void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
@ -37,68 +35,24 @@ public class SceneChestDataManager : SceneBaseDataManager<ChestPrefabAsset>
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
public override void Start()
|
||||
{
|
||||
Debug.Log("Start SceneChestData manager");
|
||||
|
||||
//TaskUIManager.FindOrCreateInstance();
|
||||
var chestManager = ChestUIManager.Instance;
|
||||
UiManager = ChestUIManager.Instance;
|
||||
|
||||
if (chestManager == null)
|
||||
if (UiManager == null)
|
||||
throw new NullReferenceException("ChestUIManager not found!!!");
|
||||
|
||||
StaticDataList = (new ChestDataListManager()).SetUiManager(ref chestManager);
|
||||
DynamicDataList = (new ChestDataListManager()).SetUiManager(ref chestManager);
|
||||
DynamicDataList = (new ChestDataListManager()).SetUiManager(ref UiManager);
|
||||
|
||||
DataLoader = new SceneChestDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
|
||||
|
||||
ChestBuilder = new SceneChestBuilder();
|
||||
//ChestBuilder.ElementsToBuildOnSceneList = ElementsToBuildOnSceneList;
|
||||
|
||||
//SaveData(StaticDataList.GetList(), SceneElementTypeEnum.None);
|
||||
|
||||
//LoadData(SceneElementTypeEnum.None, ref StaticDataList);
|
||||
// LoadDynamicData();
|
||||
|
||||
//inventoryManager.SetList(StaticDataList.GetList());
|
||||
|
||||
//inventoryManager.OpenPanel();
|
||||
|
||||
if (NewGame)
|
||||
{
|
||||
foreach (ChestPrefabAssetData asset in ElementsToBuildOnSceneList) { convertDataToAsset.Add((ChestPrefabAsset)asset.MapDataToPrefabAssetModel()); }
|
||||
|
||||
ChestBuilder.ElementsToBuildOnSceneList = convertDataToAsset;
|
||||
ChestBuilder.BuildList();
|
||||
|
||||
|
||||
DynamicDataList.SetList(convertDataToAsset);
|
||||
|
||||
List<Chest> tmp = new List<Chest>();
|
||||
foreach (ChestPrefabAsset asset in ChestBuilder.ElementsToBuildOnSceneList) { tmp.Add(asset.Chest); }
|
||||
|
||||
chestManager.SetList(tmp);
|
||||
}
|
||||
else
|
||||
{
|
||||
LoadDynamicData();
|
||||
|
||||
ChestBuilder.ElementsToBuildOnSceneList = DynamicDataList.GetList();
|
||||
ChestBuilder.BuildList();
|
||||
|
||||
List<Chest> tmp = new List<Chest>();
|
||||
foreach (ChestPrefabAsset asset in ChestBuilder.ElementsToBuildOnSceneList) { tmp.Add(asset.Chest); }
|
||||
|
||||
chestManager.SetList(tmp);
|
||||
|
||||
|
||||
|
||||
// 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
|
||||
}
|
||||
base.Start();
|
||||
}
|
||||
|
||||
// TODO - save ChestPrefabAsset (we need to save coords...) but in manager handle Chest data..
|
||||
@ -117,17 +71,76 @@ public class SceneChestDataManager : SceneBaseDataManager<ChestPrefabAsset>
|
||||
}
|
||||
|
||||
|
||||
|
||||
protected override void UseDefaultSettings()
|
||||
{
|
||||
foreach (ChestPrefabAssetData asset in ElementsToBuildOnSceneList) { convertedData.Add((ChestPrefabAsset)asset.MapDataToPrefabAssetModel()); }
|
||||
|
||||
ChestBuilder.ElementsToBuildOnSceneList = convertedData;
|
||||
ChestBuilder.BuildList();
|
||||
|
||||
|
||||
DynamicDataList.SetList(convertedData);
|
||||
|
||||
List<Chest> tmp = new List<Chest>();
|
||||
foreach (ChestPrefabAsset asset in ChestBuilder.ElementsToBuildOnSceneList) { tmp.Add(asset.Chest); }
|
||||
|
||||
UiManager.SetList(tmp);
|
||||
}
|
||||
|
||||
protected override void UseDynamicSettings()
|
||||
{
|
||||
// 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
|
||||
LoadDynamicData();
|
||||
|
||||
|
||||
// VERy VERY provisional SOLUTION
|
||||
if (DynamicDataList.GetList().Count == 0)
|
||||
{
|
||||
UseDefaultSettings();
|
||||
return;
|
||||
}
|
||||
|
||||
ChestBuilder.ElementsToBuildOnSceneList = DynamicDataList.GetList();
|
||||
ChestBuilder.BuildList();
|
||||
|
||||
List<Chest> tmp = new List<Chest>();
|
||||
foreach (ChestPrefabAsset asset in ChestBuilder.ElementsToBuildOnSceneList) { tmp.Add(asset.Chest); }
|
||||
|
||||
UiManager.SetList(tmp);
|
||||
}
|
||||
|
||||
// TODO manager api
|
||||
// open panel extend function
|
||||
// close panel extend function
|
||||
|
||||
public void OpenPanel(string chestName)
|
||||
{
|
||||
|
||||
}
|
||||
// TODO chest api
|
||||
// add to chest - find chest by its name np
|
||||
// remove from chest - select chest by its name -
|
||||
// chesk item in chest - check chest by tis name
|
||||
|
||||
|
||||
public override bool SaveDynamicData()
|
||||
{
|
||||
// TODO
|
||||
// how to get list
|
||||
// 1. List in UI manager should be synchronized with list in this manager
|
||||
|
||||
foreach (Chest chest in UiManager.GetList())
|
||||
{
|
||||
DynamicDataList.GetList().Where(el => el.Name == chest.Name).ToList().ForEach(slot => slot.Chest = chest);
|
||||
}
|
||||
|
||||
//DynamicDataList.SetList(tmp);
|
||||
|
||||
// approach:
|
||||
// 1. get from outside, update local list && us it
|
||||
// 2. Handle list synchronized all the time & pass local list
|
||||
return SaveData(DynamicDataList.GetList(), SceneElementTypeEnum.Dynamic);
|
||||
}
|
||||
}
|
||||
|
@ -35,7 +35,6 @@ public class EquipmentDataLoader : SceneBaseDataLoader<IndexValuePair<EquipmentP
|
||||
}
|
||||
|
||||
|
||||
|
||||
protected override List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> LoadDynamicData()
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
||||
@ -43,22 +42,11 @@ public class EquipmentDataLoader : SceneBaseDataLoader<IndexValuePair<EquipmentP
|
||||
return SaveModelSystem.LoadModelList();
|
||||
}
|
||||
|
||||
protected override List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> LoadStaticData(){ throw new System.NotImplementedException(); }
|
||||
|
||||
protected override bool SaveDynamicData(List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> _elements)
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
||||
|
||||
try
|
||||
{
|
||||
SaveModelSystem.SaveModelList(_elements);
|
||||
|
||||
return true;
|
||||
return base.SaveDynamicData(_elements);
|
||||
}
|
||||
catch (Exception e) { Debug.LogError(e.Message); }
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override bool SaveStaticData(List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> _elements) { throw new System.NotImplementedException(); }
|
||||
}
|
||||
|
@ -10,7 +10,10 @@ public class EquipmentDataManager : SceneBaseDataManager<IndexValuePair<int, Equ
|
||||
|
||||
protected new SceneBaseDataLoader<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> DataLoader { get; set; }
|
||||
|
||||
bool NewGame = false;
|
||||
[SerializeField] public List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>> ElementsToBuildOnSceneList = new List<IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset>>();
|
||||
[SerializeField] List<IndexValuePair<int, EquippableItem>> convertedData = new List<IndexValuePair<int, EquippableItem>>();
|
||||
|
||||
|
||||
public override void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
@ -27,48 +30,60 @@ public class EquipmentDataManager : SceneBaseDataManager<IndexValuePair<int, Equ
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
public override void Start()
|
||||
{
|
||||
Debug.Log("Start SceneEquipmentData manager");
|
||||
|
||||
//TaskUIManager.FindOrCreateInstance();
|
||||
var taskManager = EquipmentUIManager.Instance;
|
||||
UiManager = EquipmentUIManager.Instance;
|
||||
|
||||
if (taskManager == null)
|
||||
if (UiManager == null)
|
||||
throw new NullReferenceException("EquipmentUIManager not found!!!");
|
||||
|
||||
//StaticDataList = (new EquipmentDataListManager()).SetUiManager(ref taskManager);
|
||||
DynamicDataList = (new EquipmentDataListManager()).SetUiManager(ref taskManager);
|
||||
DynamicDataList = (new EquipmentDataListManager()).SetUiManager(ref UiManager);
|
||||
|
||||
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);
|
||||
base.Start();
|
||||
}
|
||||
else
|
||||
|
||||
protected SceneBaseDataManager<IndexValuePair<int, EquippableItem>> GetObjectType()
|
||||
{
|
||||
return GameObject.FindObjectOfType<EquipmentDataManager>();
|
||||
}
|
||||
|
||||
protected SceneBaseDataManager<IndexValuePair<int, EquippableItem>> CreateInstance(ref GameObject managerGameObject)
|
||||
{
|
||||
return managerGameObject.AddComponent<EquipmentDataManager>();
|
||||
}
|
||||
|
||||
protected override void UseDefaultSettings()
|
||||
{
|
||||
foreach (IndexValuePair<EquipmentPanelSlotsTypeEnum, EquippableItemPrefabAsset> asset in ElementsToBuildOnSceneList)
|
||||
{
|
||||
convertedData.Add(
|
||||
new IndexValuePair<int, EquippableItem>((int)asset.Key, (EquippableItem)asset.Value.EquippableItem)
|
||||
);
|
||||
}
|
||||
|
||||
DynamicDataList.SetList(convertedData);
|
||||
|
||||
UiManager.SetList(convertedData);
|
||||
}
|
||||
|
||||
protected override void UseDynamicSettings()
|
||||
{
|
||||
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
|
||||
}
|
||||
UiManager.SetList(DynamicDataList.GetList());
|
||||
}
|
||||
|
||||
|
||||
|
||||
#region override load & save
|
||||
protected override bool LoadData(SceneElementTypeEnum type, ref DataListManager<IndexValuePair<int, EquippableItem>> dataListManager)
|
||||
{
|
||||
@ -134,23 +149,4 @@ public class EquipmentDataManager : SceneBaseDataManager<IndexValuePair<int, Equ
|
||||
return false;
|
||||
}
|
||||
#endregion
|
||||
|
||||
protected SceneBaseDataManager<IndexValuePair<int, EquippableItem>> GetObjectType()
|
||||
{
|
||||
return GameObject.FindObjectOfType<EquipmentDataManager>();
|
||||
}
|
||||
|
||||
protected SceneBaseDataManager<IndexValuePair<int, EquippableItem>> CreateInstance(ref GameObject managerGameObject)
|
||||
{
|
||||
return managerGameObject.AddComponent<EquipmentDataManager>();
|
||||
}
|
||||
|
||||
public override bool SaveDynamicData()
|
||||
{
|
||||
Debug.Log("SaveDynamicData");
|
||||
// tem approach
|
||||
DynamicDataList.SetList(EquipmentUIManager.Instance.GetList());
|
||||
|
||||
return base.SaveDynamicData();
|
||||
}
|
||||
}
|
||||
|
@ -34,7 +34,6 @@ public class SceneInventoryDataLoader : SceneBaseDataLoader<IndexValuePair<int,
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override List<IndexValuePair<int, EquippableItemPrefabAsset>> LoadStaticData() { throw new System.NotImplementedException(); }
|
||||
|
||||
protected override List<IndexValuePair<int, EquippableItemPrefabAsset>> LoadDynamicData()
|
||||
{
|
||||
@ -43,22 +42,10 @@ public class SceneInventoryDataLoader : SceneBaseDataLoader<IndexValuePair<int,
|
||||
return SaveModelSystem.LoadModelList();
|
||||
}
|
||||
|
||||
protected override bool SaveStaticData(List<IndexValuePair<int, EquippableItemPrefabAsset>> _elements) { throw new System.NotImplementedException(); }
|
||||
|
||||
protected override bool SaveDynamicData(List<IndexValuePair<int, EquippableItemPrefabAsset>> _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;
|
||||
return base.SaveDynamicData(_elements);
|
||||
}
|
||||
}
|
||||
|
@ -29,32 +29,72 @@ public class SceneInventoryDataManager : SceneBaseDataManager<IndexValuePair<int
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
public override void Start()
|
||||
{
|
||||
Debug.Log("Start SceneInventoryData manager");
|
||||
|
||||
//TaskUIManager.FindOrCreateInstance();
|
||||
var inventoryManager = InventoryUIManager.Instance;
|
||||
UiManager = InventoryUIManager.Instance;
|
||||
|
||||
if (inventoryManager == null)
|
||||
if (UiManager == null)
|
||||
throw new NullReferenceException("InventoryUIManager not found!!!");
|
||||
|
||||
StaticDataList = (new InventoryDataListManager()).SetUiManager(ref inventoryManager);
|
||||
// DynamicDataList = (new TaskDataListManager()).SetUiManager(ref taskManager);
|
||||
//StaticDataList = (new InventoryDataListManager()).SetUiManager(ref inventoryManager);
|
||||
DynamicDataList = (new InventoryDataListManager()).SetUiManager(ref UiManager);
|
||||
|
||||
DataLoader = new SceneInventoryDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
|
||||
|
||||
|
||||
//SaveData(StaticDataList.GetList(), SceneElementTypeEnum.None);
|
||||
|
||||
// LoadData(SceneElementTypeEnum.None, ref StaticDataList);
|
||||
// LoadDynamicData();
|
||||
|
||||
//inventoryManager.SetList(StaticDataList.GetList());
|
||||
|
||||
//inventoryManager.OpenPanel();
|
||||
base.Start();
|
||||
}
|
||||
|
||||
protected SceneBaseDataManager<IndexValuePair<int, EquippableItem>> GetObjectType()
|
||||
{
|
||||
return GameObject.FindObjectOfType<SceneInventoryDataManager>();
|
||||
}
|
||||
|
||||
protected SceneBaseDataManager<IndexValuePair<int, EquippableItem>> CreateInstance(ref GameObject managerGameObject)
|
||||
{
|
||||
return managerGameObject.AddComponent<SceneInventoryDataManager>();
|
||||
}
|
||||
|
||||
|
||||
|
||||
protected override void UseDefaultSettings()
|
||||
{
|
||||
return; // at the beginning we want to have inventory empty
|
||||
}
|
||||
|
||||
protected override void UseDynamicSettings()
|
||||
{
|
||||
LoadDynamicData();
|
||||
|
||||
UiManager.SetList(DynamicDataList.GetList());
|
||||
}
|
||||
|
||||
|
||||
// TODO whats with that
|
||||
/*
|
||||
public int AddToInventory(EquippableItem pickable)
|
||||
{
|
||||
if (this._items.Count <= MAX_ITEMS)
|
||||
{
|
||||
for (int slotNumber = 0; slotNumber < MAX_ITEMS; slotNumber++)
|
||||
{
|
||||
if (!this._items.ContainsKey(slotNumber))
|
||||
{
|
||||
this._items[slotNumber] = pickable;
|
||||
return slotNumber;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
#region override load & save
|
||||
protected override bool LoadData(SceneElementTypeEnum type, ref DataListManager<IndexValuePair<int, EquippableItem>> dataListManager)
|
||||
{
|
||||
@ -63,7 +103,7 @@ public class SceneInventoryDataManager : SceneBaseDataManager<IndexValuePair<int
|
||||
// 1. Convert EquippableItemPrefabAsset to EquippableItem list
|
||||
List<IndexValuePair<int, EquippableItem>> convertedList = new List<IndexValuePair<int, EquippableItem>>();
|
||||
|
||||
foreach(IndexValuePair<int, EquippableItemPrefabAsset> loadedEquippableItemPrefarbAssetElement in (List<IndexValuePair<int, EquippableItemPrefabAsset>>)DataLoader.LoadData(SceneElementTypeEnum.None))
|
||||
foreach (IndexValuePair<int, EquippableItemPrefabAsset> loadedEquippableItemPrefarbAssetElement in (List<IndexValuePair<int, EquippableItemPrefabAsset>>)DataLoader.LoadData(SceneElementTypeEnum.None))
|
||||
{
|
||||
convertedList.Add(new IndexValuePair<int, EquippableItem>(loadedEquippableItemPrefarbAssetElement.Key, (EquippableItem)loadedEquippableItemPrefarbAssetElement.Value.EquippableItem));
|
||||
}
|
||||
@ -114,34 +154,4 @@ public class SceneInventoryDataManager : SceneBaseDataManager<IndexValuePair<int
|
||||
return false;
|
||||
}
|
||||
#endregion
|
||||
|
||||
protected SceneBaseDataManager<IndexValuePair<int, EquippableItem>> GetObjectType()
|
||||
{
|
||||
return GameObject.FindObjectOfType<SceneInventoryDataManager>();
|
||||
}
|
||||
|
||||
protected SceneBaseDataManager<IndexValuePair<int, EquippableItem>> CreateInstance(ref GameObject managerGameObject)
|
||||
{
|
||||
return managerGameObject.AddComponent<SceneInventoryDataManager>();
|
||||
}
|
||||
|
||||
|
||||
// TODO whats with that
|
||||
/* public int AddToInventory(EquippableItem pickable)
|
||||
{
|
||||
if (this._items.Count <= MAX_ITEMS)
|
||||
{
|
||||
for (int slotNumber = 0; slotNumber < MAX_ITEMS; slotNumber++)
|
||||
{
|
||||
if (!this._items.ContainsKey(slotNumber))
|
||||
{
|
||||
this._items[slotNumber] = pickable;
|
||||
return slotNumber;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}*/
|
||||
}
|
||||
|
@ -88,13 +88,20 @@ public class SceneTaskDataLoader : SceneBaseDataLoader<Task>
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override List<Task> LoadStaticData() { throw new System.NotImplementedException(); }
|
||||
|
||||
protected override List<Task> LoadDynamicData() { throw new System.NotImplementedException(); }
|
||||
protected override List<Task> LoadDynamicData()
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
||||
|
||||
protected override bool SaveStaticData(List<Task> _elements) { throw new System.NotImplementedException(); }
|
||||
return SaveModelSystem.LoadModelList();
|
||||
}
|
||||
|
||||
protected override bool SaveDynamicData(List<Task> _elements) { throw new System.NotImplementedException(); }
|
||||
protected override bool SaveDynamicData(List<Task> _elements)
|
||||
{
|
||||
SaveModelSystem.Path = PathBuilder.BuildSavePath().GetString();
|
||||
|
||||
return base.SaveDynamicData(_elements);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
@ -1,4 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class SceneTaskDataManager : SceneBaseDataManager<Task>
|
||||
@ -6,27 +7,25 @@ public class SceneTaskDataManager : SceneBaseDataManager<Task>
|
||||
protected override string OBJECT_FOLDER_NAME { get { return "Quest"; } }
|
||||
protected override string OBJECT_LIST_NAME { get { return "QuestsList"; } }
|
||||
|
||||
private void Start()
|
||||
[SerializeField] public List<Task> ElementsToBuildOnSceneList = new List<Task>();
|
||||
|
||||
|
||||
public override void Start()
|
||||
{
|
||||
Debug.Log("Start SceneTaskdata manager");
|
||||
|
||||
//TaskUIManager.FindOrCreateInstance();
|
||||
var taskManager = TaskUIManager.Instance;
|
||||
UiManager = TaskUIManager.Instance;
|
||||
|
||||
if (taskManager == null)
|
||||
if (UiManager == null)
|
||||
throw new NullReferenceException("TaskUIManager not found!!!");
|
||||
|
||||
StaticDataList = (new TaskDataListManager()).SetUiManager(ref taskManager);
|
||||
// DynamicDataList = (new TaskDataListManager()).SetUiManager(ref taskManager);
|
||||
DynamicDataList = (new TaskDataListManager()).SetUiManager(ref UiManager);
|
||||
|
||||
DataLoader = new SceneTaskDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
|
||||
|
||||
// taskManager.SetList();
|
||||
//SaveData(taskManager.GetList(), SceneElementTypeEnum.None);
|
||||
|
||||
|
||||
//LoadData(SceneElementTypeEnum.None, ref StaticDataList);
|
||||
//taskManager.SetList(StaticDataList.GetList());
|
||||
base.Start();
|
||||
}
|
||||
|
||||
protected SceneBaseDataManager<Task> GetObjectType()
|
||||
@ -38,4 +37,18 @@ public class SceneTaskDataManager : SceneBaseDataManager<Task>
|
||||
{
|
||||
return managerGameObject.AddComponent<SceneTaskDataManager>();
|
||||
}
|
||||
|
||||
protected override void UseDefaultSettings()
|
||||
{
|
||||
DynamicDataList.SetList(ElementsToBuildOnSceneList);
|
||||
|
||||
UiManager.SetList(ElementsToBuildOnSceneList);
|
||||
}
|
||||
|
||||
protected override void UseDynamicSettings()
|
||||
{
|
||||
LoadDynamicData();
|
||||
|
||||
UiManager.SetList(DynamicDataList.GetList());
|
||||
}
|
||||
}
|
||||
|
@ -25,10 +25,10 @@ public abstract class SceneBaseDataLoader<T> : SceneDataLoaderInterface<T>
|
||||
{
|
||||
return LoadGenericData();
|
||||
}
|
||||
case SceneElementTypeEnum.Static:
|
||||
/* case SceneElementTypeEnum.Static:
|
||||
{
|
||||
return LoadStaticData();
|
||||
}
|
||||
}*/
|
||||
case SceneElementTypeEnum.Dynamic:
|
||||
{
|
||||
return LoadDynamicData();
|
||||
@ -50,10 +50,10 @@ public abstract class SceneBaseDataLoader<T> : SceneDataLoaderInterface<T>
|
||||
{
|
||||
return SaveGenericData(_elements);
|
||||
}
|
||||
case SceneElementTypeEnum.Static:
|
||||
/* case SceneElementTypeEnum.Static:
|
||||
{
|
||||
return SaveStaticData(_elements);
|
||||
}
|
||||
}*/
|
||||
case SceneElementTypeEnum.Dynamic:
|
||||
{
|
||||
return SaveDynamicData(_elements);
|
||||
@ -68,11 +68,23 @@ public abstract class SceneBaseDataLoader<T> : SceneDataLoaderInterface<T>
|
||||
}
|
||||
|
||||
|
||||
protected abstract List<T> LoadStaticData();
|
||||
protected abstract List<T> LoadDynamicData();
|
||||
protected abstract List<T> LoadGenericData();
|
||||
|
||||
protected abstract bool SaveStaticData(List<T> _elements);
|
||||
protected abstract bool SaveDynamicData(List<T> _elements);
|
||||
protected virtual bool SaveDynamicData(List<T> _elements)
|
||||
{
|
||||
Debug.Log(SaveModelSystem.Path);
|
||||
|
||||
try
|
||||
{
|
||||
SaveModelSystem.SaveModelList(_elements);
|
||||
|
||||
return true;
|
||||
}
|
||||
catch (Exception e) { Debug.LogError(e.Message); }
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected abstract bool SaveGenericData(List<T> _elements);
|
||||
}
|
||||
|
@ -7,9 +7,9 @@ public abstract class SceneBaseDataManager<T> : MonoBehaviour
|
||||
protected virtual string OBJECT_FOLDER_NAME => "";
|
||||
protected virtual string OBJECT_LIST_NAME => "";
|
||||
|
||||
protected bool IsNewGame = true; // change to use global "gateway"
|
||||
|
||||
protected DataListManager<T> StaticDataList;
|
||||
protected UIBaseManager<T> UiManager;
|
||||
|
||||
protected DataListManager<T> DynamicDataList;
|
||||
|
||||
protected SceneBaseDataLoader<T> DataLoader { get; set; }
|
||||
@ -32,12 +32,25 @@ public abstract class SceneBaseDataManager<T> : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Function to manage objects on scene depending on class responsibility
|
||||
///
|
||||
/// Important - USE THIS METHOD IN EVERY CHILD'S 'start' FUNCTION
|
||||
/// </summary>
|
||||
public virtual void Start()
|
||||
{
|
||||
// Decide which element use during game
|
||||
AfterStart();
|
||||
}
|
||||
|
||||
protected static SceneBaseDataManager<T> GetObjectType()
|
||||
{
|
||||
return GameObject.FindObjectOfType<SceneBaseDataManager<T>>();
|
||||
}
|
||||
|
||||
protected static SceneBaseDataManager<T> CreateInstance()
|
||||
/*
|
||||
* TODO WHAT WITH THAT...
|
||||
* protected static SceneBaseDataManager<T> CreateInstance()
|
||||
{
|
||||
var managerGameObject = HandleManagerOnScene();
|
||||
|
||||
@ -54,8 +67,22 @@ public abstract class SceneBaseDataManager<T> : MonoBehaviour
|
||||
protected static GameObject HandleManagerOnScene()
|
||||
{
|
||||
return GameObject.FindGameObjectWithTag("Manager").transform.Find("DataManger").gameObject;
|
||||
}*/
|
||||
|
||||
protected void AfterStart()
|
||||
{
|
||||
if (OnMapAppearanceMethod.Gateway == OnMapAppearanceMethodEnum.NewGame)
|
||||
{
|
||||
UseDefaultSettings();
|
||||
} else {
|
||||
UseDynamicSettings();
|
||||
}
|
||||
}
|
||||
|
||||
protected abstract void UseDefaultSettings();
|
||||
protected abstract void UseDynamicSettings();
|
||||
|
||||
#region Lad & Save
|
||||
protected virtual bool LoadData(SceneElementTypeEnum type, ref DataListManager<T> dataListManager)
|
||||
{
|
||||
try
|
||||
@ -87,40 +114,9 @@ public abstract class SceneBaseDataManager<T> : MonoBehaviour
|
||||
|
||||
return false;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Part of static list CURD methods
|
||||
/// </summary>
|
||||
public bool LoadStaticData()
|
||||
{
|
||||
return LoadData(SceneElementTypeEnum.Static, ref StaticDataList);
|
||||
}
|
||||
|
||||
protected virtual void AddElementToStaticList(T _element)
|
||||
{
|
||||
StaticDataList.AddElementToList(_element);
|
||||
}
|
||||
|
||||
protected virtual void RemoveElementFromStaticList(T _element)
|
||||
{
|
||||
StaticDataList.RemoveElementFromList(_element);
|
||||
}
|
||||
|
||||
public bool SaveStaticData()
|
||||
{
|
||||
// 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("SaveStaticData");
|
||||
return SaveData(StaticDataList.GetList(), SceneElementTypeEnum.Static);
|
||||
}
|
||||
|
||||
|
||||
#region DynamicData Methods
|
||||
/// <summary>
|
||||
/// Part of dynamic list CURD methods
|
||||
/// </summary>
|
||||
@ -144,11 +140,12 @@ public abstract class SceneBaseDataManager<T> : MonoBehaviour
|
||||
// TODO
|
||||
// how to get list
|
||||
// 1. List in UI manager should be synchronized with list in this manager
|
||||
|
||||
DynamicDataList.SetList(UiManager.GetList());
|
||||
|
||||
// approach:
|
||||
// 1. get from outside, update local list && us it
|
||||
// 2. Handle list synchronized all the time & pass local list
|
||||
return SaveData(DynamicDataList.GetList(), SceneElementTypeEnum.Dynamic);
|
||||
}
|
||||
#endregion
|
||||
}
|
@ -83,7 +83,7 @@ public abstract class DraggablePanelController : PanelController<IndexValuePair<
|
||||
|
||||
EquippableItem tmpDraggedItem = draggedSlot.Item == null ? null : new EquippableItem(draggedSlot.Item); // InventoryUIManager.Instance.DraggedSlot.Item; // remember temporary currently dragged item
|
||||
UiManager.Add(new IndexValuePair<int, EquippableItem>(dropItemSlot.Number, tmpDraggedItem));
|
||||
Debug.Log(UiManager);
|
||||
|
||||
// !!! remember item from dropped position to future operation !!!
|
||||
if (dropItem)
|
||||
DraggedSlotController.Instance.UpdateItem(new EquippableItem(dropItem));
|
||||
|
@ -62,7 +62,18 @@ public abstract class UIWarehouseManager : UISlotPanelManager<IndexValuePair<int
|
||||
throw new System.Exception($"Warehouse is full!!!");
|
||||
|
||||
// find first empty position / slot
|
||||
var max = Elements.Max(itemSlot => itemSlot.Key);
|
||||
var max = 0;
|
||||
if(Elements.Count() > 0)
|
||||
{
|
||||
for (int i = 0; i < SLOTS_NUMBER; i++)
|
||||
{
|
||||
if (Elements.Where(el => el.Key == i && el.Value != null).Count() != 0)
|
||||
continue;
|
||||
|
||||
max = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
base.Add(new IndexValuePair<int, EquippableItem>(max, item));
|
||||
}
|
||||
|
@ -35,6 +35,11 @@ public class ChestUIManager : UIBaseManager<Chest>
|
||||
return false;
|
||||
}
|
||||
|
||||
// Open additiona panels
|
||||
if (!EquipmentUIManager.Instance.GetPanelStatus()) EquipmentUIManager.Instance.OpenPanel();
|
||||
|
||||
if (!InventoryUIManager.Instance.GetPanelStatus()) InventoryUIManager.Instance.OpenPanel();
|
||||
|
||||
return base.OpenPanel();
|
||||
}
|
||||
|
||||
|
@ -52,7 +52,6 @@ public class EquipmentUIManager : UIWarehouseManager
|
||||
/// <param name="itemOnSlot"></param>
|
||||
public override void Add(IndexValuePair<int, EquippableItem> 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");
|
||||
|
||||
|
@ -43,6 +43,9 @@ public class InventoryUIManager : UIWarehouseManager
|
||||
|
||||
public override void UpdateList()
|
||||
{
|
||||
// condition for situation where eg player want to pick up item when inventory / equipment is closed
|
||||
|
||||
if(DynamicPanel)
|
||||
DynamicPanel.GetComponent<InventoryPanelController>().BuildPanelContent(Elements);
|
||||
}
|
||||
|
||||
|
@ -21,6 +21,16 @@ public class EquipmentPanelController : DraggablePanelController
|
||||
|
||||
public void InitSlotsList()
|
||||
{
|
||||
_panelContent.transform.Find("equipment_slot_helmet").GetComponent<EquipmentSlot>()._PanelController = this;
|
||||
_panelContent.transform.Find("equipment_slot_armor").GetComponent<EquipmentSlot>()._PanelController = this;
|
||||
_panelContent.transform.Find("equipment_slot_weapon").GetComponent<EquipmentSlot>()._PanelController = this;
|
||||
_panelContent.transform.Find("equipment_slot_boots").GetComponent<EquipmentSlot>()._PanelController = this;
|
||||
_panelAdditionalSlotsContent.transform.Find("equipment_slot_ring").GetComponent<EquipmentSlot>()._PanelController = this;
|
||||
_panelAdditionalSlotsContent.transform.Find("equipment_slot_bracelet").GetComponent<EquipmentSlot>()._PanelController = this;
|
||||
_panelAdditionalSlotsContent.transform.Find("equipment_slot_necklet").GetComponent<EquipmentSlot>()._PanelController = this;
|
||||
_panelAdditionalSlotsContent.transform.Find("equipment_slot_potion_i").GetComponent<EquipmentSlot>()._PanelController = this;
|
||||
_panelAdditionalSlotsContent.transform.Find("equipment_slot_potion_ii").GetComponent<EquipmentSlot>()._PanelController = this;
|
||||
|
||||
ChildBoxList.Add(SetupDragAndDropToSlot(_panelContent.transform.Find("equipment_slot_helmet").GetComponent<EquipmentSlot>()));
|
||||
ChildBoxList.Add(SetupDragAndDropToSlot(_panelContent.transform.Find("equipment_slot_armor").GetComponent<EquipmentSlot>()));
|
||||
ChildBoxList.Add(SetupDragAndDropToSlot(_panelContent.transform.Find("equipment_slot_weapon").GetComponent<EquipmentSlot>()));
|
||||
@ -66,27 +76,36 @@ public class EquipmentPanelController : DraggablePanelController
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
public virtual void EndDrag(ItemSlot itemSlot)
|
||||
public override void EndDrag(ItemSlot itemSlot)
|
||||
{
|
||||
Debug.Log("End Drag");
|
||||
if (!DraggedSlotController.Instance.IsDragged()) // if there was nothing dragged - ignore event
|
||||
return;
|
||||
|
||||
DraggedSlotController.Instance.RemoveDraggedSlot();
|
||||
|
||||
Debug.Log(this);
|
||||
if (!itemSlot.Item)
|
||||
((ItemSlot)ChildBoxList.Where(slot => slot.Number == itemSlot.Number).First()).ResetSlot();
|
||||
else
|
||||
((ItemSlot)ChildBoxList.Where(slot => slot.Number == itemSlot.Number).First()).SetItem(itemSlot.Item);
|
||||
|
||||
// Rebuild/apply UiManager content (list of items) base on slots values after its updating
|
||||
for (int i = 0; i < ChildBoxList.Count; i++)
|
||||
|
||||
var ChildBoxListCopy = new List<IndexValuePair<int, EquippableItem>>(ChildBoxList.Where(slot => slot.Item != null).Select(slot => new IndexValuePair<int, EquippableItem>(slot.Number, slot.Item)).ToList());
|
||||
|
||||
Debug.Log(ChildBoxListCopy.Count());
|
||||
UiManager.RemoveAll();
|
||||
Debug.Log(ChildBoxListCopy.Count());
|
||||
|
||||
foreach (IndexValuePair<int, EquippableItem> slot in ChildBoxListCopy)
|
||||
{
|
||||
if (ChildBoxList[i].Item != null)
|
||||
if (slot.Value != null)
|
||||
{
|
||||
UiManager.Add(new IndexValuePair<int, EquippableItem>(i, ChildBoxList[i].Item));
|
||||
Debug.Log($"Slot nr: {slot.Key} with item: {slot.Value}");
|
||||
UiManager.Add(new IndexValuePair<int, EquippableItem>(slot.Key, slot.Value));
|
||||
}
|
||||
else
|
||||
{
|
||||
UiManager.RemoveByPosition(i);
|
||||
UiManager.Add(new IndexValuePair<int, EquippableItem>(slot.Key, null));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -21,6 +21,8 @@ public class TaskPanelController : PanelController<Task>
|
||||
{
|
||||
base.BuildPanelContent(elements);
|
||||
|
||||
ClearSlots();
|
||||
|
||||
for (int i = 0; i < elements.Count; i++)
|
||||
{
|
||||
this.AddTask(elements[i]);
|
||||
@ -70,6 +72,11 @@ public class TaskPanelController : PanelController<Task>
|
||||
|
||||
public override void ClearSlots()
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
foreach(var taskObj in ChildBoxList)
|
||||
{
|
||||
DestroyImmediate(taskObj);
|
||||
}
|
||||
|
||||
ChildBoxList.Clear();
|
||||
}
|
||||
}
|
||||
|
@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
[Serializable]
|
||||
@ -8,6 +9,20 @@ public class TaskUIManager : UIBaseManager<Task>
|
||||
public const string ITEM_LOCALIZATION = "UiPanels/";
|
||||
public const string PANEL_NAME = "TaskPanel";
|
||||
|
||||
public static new TaskUIManager Instance { get; protected set; }
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public override void SetupPanel()
|
||||
{
|
||||
base.SetupPanel();
|
||||
@ -18,9 +33,25 @@ public class TaskUIManager : UIBaseManager<Task>
|
||||
|
||||
public override void UpdateList()
|
||||
{
|
||||
// condition for situation where eg player want to pick up item when inventory / equipment is closed
|
||||
|
||||
if (DynamicPanel)
|
||||
DynamicPanel.GetComponent<TaskPanelController>().BuildPanelContent(Elements);
|
||||
}
|
||||
|
||||
public List<Task> FindTaskByName(string taskTitle)
|
||||
{
|
||||
return Elements.Where(task => task.Title == taskTitle).ToList();
|
||||
}
|
||||
|
||||
public void RemoveByName(string name)
|
||||
{
|
||||
Elements.RemoveAll(task => task.Title == name);
|
||||
|
||||
UpdateList();
|
||||
}
|
||||
|
||||
|
||||
protected override GameObject GetTemplatePanel()
|
||||
{
|
||||
// Resources = default path - Asset/Resources ... .obj
|
||||
|
@ -12,7 +12,7 @@ public class ChestPrefabAsset : PrefabAssetModel
|
||||
//public List<IndexValuePair<int, EquippableItemPrefabAsset>> Content { get; set; }
|
||||
|
||||
public ChestPrefabAsset(Chest _chest)
|
||||
: base(_chest.name, _chest.ChestModel.name, new Vector3(0,0,0))
|
||||
: base(_chest.name, _chest.ChestModel.name, new Vector3(0, 0, 0))
|
||||
{
|
||||
Chest = _chest;
|
||||
}
|
||||
|
@ -11,7 +11,8 @@ public class ChestPrefabAssetData : PrefabAssetModelData
|
||||
{
|
||||
ChestData = MapModelToData(assetModel.Chest);
|
||||
|
||||
/* Content = new List<IndexValuePair<int, EquippableItemPrefabAssetData>>();
|
||||
/*
|
||||
Content = new List<IndexValuePair<int, EquippableItemPrefabAssetData>>();
|
||||
|
||||
Debug.Log("ChestPrefarbAsset to ChestPrefarbAssetData - " + assetModel.Name);
|
||||
|
||||
@ -46,7 +47,7 @@ public class ChestPrefabAssetData : PrefabAssetModelData
|
||||
|
||||
// clear content and set items from data - this will modify Scri-0ptableObject data also in source
|
||||
//chestPrefabAsset.Chest.Content.Clear();
|
||||
/* foreach (IndexValuePair<EquippableItemData> modelData in ChestData.content)
|
||||
/* foreach (IndexValuePair<EquippableItemData> modelData in ChestData.content)
|
||||
{
|
||||
var objectFromData = (modelData.Value).MapDataToObject();
|
||||
Debug.Log(objectFromData);
|
||||
|
@ -25,21 +25,9 @@ public class EquippableItemPrefabAsset : PrefabAssetModel
|
||||
/// <param name="_equippableItemName">the name by which the system will search for the item</param>
|
||||
public EquippableItemPrefabAsset(string _name, string _prefabAssetName, Vector3 _position, string _equippableItemName)
|
||||
: base(_name, _prefabAssetName, _position)
|
||||
{
|
||||
|
||||
// TODO during build product process, objects are not found - refactor this
|
||||
string[] assetNames = AssetDatabase.FindAssets("t:EquippableItem", new[] { "Assets/Items/" });
|
||||
foreach (string SOName in assetNames)
|
||||
{
|
||||
var SoPath = AssetDatabase.GUIDToAssetPath(SOName);
|
||||
|
||||
if(SoPath.Contains(_equippableItemName + ".asset"))
|
||||
{
|
||||
// 3.2 set EquippableItem object
|
||||
EquippableItem = AssetDatabase.LoadAssetAtPath<EquippableItem>(SoPath);
|
||||
break;
|
||||
}
|
||||
}
|
||||
EquippableItem = Resources.Load<EquippableItem>("Items/" + _equippableItemName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -12,7 +12,7 @@ public class ItemSlot : MonoBehaviour, ISlot, IBeginDragHandler, IEndDragHandler
|
||||
[SerializeField] private TextMeshProUGUI slotItemNumberText;
|
||||
[SerializeField] private Image itemImage;
|
||||
|
||||
public WarehousePanelController _PanelController;
|
||||
public DraggablePanelController _PanelController;
|
||||
|
||||
private Color normalColor = Color.white;
|
||||
private Color disabledColor = new Color(1, 1, 1, 0); // transparency = 0
|
||||
|
@ -27,20 +27,19 @@ public class SaveController : MonoBehaviour
|
||||
|
||||
public void SaveItems() // toDO change name to save Equipment - save items will save items on map eg after drops
|
||||
{
|
||||
//SceneEquippableItemManager.Instance.SaveEquippableItems();
|
||||
EquipmentDataManager.Instance.SaveDynamicData();
|
||||
}
|
||||
|
||||
public void SaveQuests()
|
||||
{
|
||||
SceneTaskDataManager.Instance.SaveStaticData();
|
||||
SceneTaskDataManager.Instance.SaveDynamicData();
|
||||
|
||||
// right now, we dont need to save dynamic list :D
|
||||
}
|
||||
|
||||
public void SaveInventory()
|
||||
{
|
||||
SceneInventoryDataManager.Instance.SaveStaticData();
|
||||
SceneInventoryDataManager.Instance.SaveDynamicData();
|
||||
}
|
||||
|
||||
public void SaveChests()
|
||||
|
@ -21,8 +21,6 @@ public class OnMapAppearanceMethod : MonoBehaviour
|
||||
{
|
||||
Gateway = OnMapAppearanceMethodEnum.NewGame;
|
||||
}
|
||||
//Debug.Log("Set Gateway");
|
||||
|
||||
}
|
||||
|
||||
}
|
@ -58,7 +58,6 @@ public class SaveDynamicObjects : MonoBehaviour
|
||||
|
||||
if (ThugFromScene != null)
|
||||
{
|
||||
Debug.Log("Save thug");
|
||||
ThugFromScene.GetComponent<FollowingEnemy>().SaveCheckpoint();
|
||||
}
|
||||
else
|
||||
|
@ -9,9 +9,9 @@ using System.Linq;
|
||||
// only for eqipptable items
|
||||
public class SceneEquippableItemManager : MonoBehaviour
|
||||
{
|
||||
private const string GameObjectLocalization = "Assets/Items/";
|
||||
private const string GameObjectLocalization = "Items/";
|
||||
|
||||
private const string AssetLocalization = "Assets/Items/";
|
||||
private const string AssetLocalization = "Items/";
|
||||
|
||||
private const string DYNAMIC_ELEMENT = "/DynamicElements/";
|
||||
private const string STATIC_ELEMENT = "/StaticElements/";
|
||||
@ -33,8 +33,6 @@ public class SceneEquippableItemManager : MonoBehaviour
|
||||
[SerializeField]
|
||||
public List<EquippableItemPrefabAsset> DynamicElements;
|
||||
|
||||
public bool isNewGame = true;
|
||||
public bool isContinued = false;
|
||||
public string MapName;
|
||||
public string ElementFolderName = "EquippableItem";
|
||||
public string ItemsListName = "EquippableItemList";
|
||||
@ -47,11 +45,11 @@ public class SceneEquippableItemManager : MonoBehaviour
|
||||
{
|
||||
this.MapName = SceneManager.GetActiveScene().name;
|
||||
|
||||
if(isNewGame) // in new game dynamicItemsList is defaulty empty
|
||||
if(OnMapAppearanceMethod.Gateway == OnMapAppearanceMethodEnum.NewGame) // in new game dynamicItemsList is defaulty empty
|
||||
{
|
||||
BuildItems(StaticElements);
|
||||
|
||||
}else if(isContinued)
|
||||
}else
|
||||
{
|
||||
LoadEquippableItems();
|
||||
|
||||
@ -113,9 +111,10 @@ public class SceneEquippableItemManager : MonoBehaviour
|
||||
foreach(EquippableItemPrefabAsset equippableItemPrefarbAsset in equippableItemPrefarbAssetList)
|
||||
{
|
||||
|
||||
GameObject newEquippableItemObject = (GameObject)AssetDatabase.LoadAssetAtPath(GameObjectLocalization + equippableItemPrefarbAsset.PrefabAssetName + ".prefab", typeof(GameObject));
|
||||
|
||||
if(!newEquippableItemObject)
|
||||
GameObject newEquippableItemObject = Resources.Load<GameObject>(GameObjectLocalization + equippableItemPrefarbAsset.PrefabAssetName);
|
||||
|
||||
if (!newEquippableItemObject)
|
||||
{
|
||||
Debug.Log("Can't find prefarb by name " + equippableItemPrefarbAsset.PrefabAssetName);
|
||||
break;
|
||||
@ -142,18 +141,10 @@ public class SceneEquippableItemManager : MonoBehaviour
|
||||
|
||||
// 3. SetUp object properties
|
||||
// 3.1 find object
|
||||
string[] assetNames = AssetDatabase.FindAssets("t:EquippableItem", new[] { AssetLocalization });
|
||||
foreach (string SOName in assetNames)
|
||||
{
|
||||
var SOpath = AssetDatabase.GUIDToAssetPath(SOName);
|
||||
|
||||
if(SOpath.Contains(equippableItemPrefarbAsset.PrefabAssetName + ".asset"))
|
||||
{
|
||||
// 3.2 set EquippableItem object
|
||||
equippableItem.GetComponent<PickableController>().item = AssetDatabase.LoadAssetAtPath<EquippableItem>(SOpath);
|
||||
break;
|
||||
}
|
||||
}
|
||||
equippableItem.GetComponent<PickableController>().item = Resources.Load<EquippableItem>("Items/"+equippableItemPrefarbAsset.PrefabAssetName);
|
||||
|
||||
|
||||
|
||||
} else {
|
||||
|
Loading…
Reference in New Issue
Block a user