Merge branch 'shop'

This commit is contained in:
kabix09 2022-12-24 15:28:23 +01:00
commit eee953e85f
20 changed files with 1163 additions and 60 deletions

View File

@ -23,6 +23,8 @@ public class NewGame : MonoBehaviour
PlayerPrefs.SetInt("lvl", 1);
PlayerPrefs.SetFloat("maxExp", 10);
PlayerPrefs.SetInt(AccountBalanceManager.PLAYER_ACCOUNT_VALUE, 0);
string name = "none";
PlayerPrefs.SetString("name", name);

View File

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m_Father: {fileID: 1539180721}
m_RootOrder: 1
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1284827862
MonoBehaviour:
@ -30019,7 +30075,7 @@ Transform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 1539180721}
m_RootOrder: 2
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1302056882
MonoBehaviour:
@ -31296,6 +31352,7 @@ Transform:
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children:
- {fileID: 147084381}
- {fileID: 1134345425}
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@ -37450,6 +37507,18 @@ MonoBehaviour:
m_StringArgument:
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m_CallState: 2
- m_Target: {fileID: 1868257117}
m_TargetAssemblyTypeName: SaveController, Assembly-CSharp
m_MethodName: SaveAccountBalance
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
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m_FloatArgument: 0
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m_CallState: 2
--- !u!114 &1868257120
MonoBehaviour:
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@ -38841,6 +38910,10 @@ PrefabInstance:
m_Modification:
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m_Modifications:
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value: 1
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@ -0,0 +1,78 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
class AccountBalanceManager : MonoBehaviour
{
public const string PLAYER_ACCOUNT_VALUE = "Player.AccountBalance";
public static AccountBalanceManager Instance;
public int Gold;
public void Awake()
{
if (Instance == null)
{
// Load saved gold value
LoadValue();
Instance = this;
}
else
{
Destroy(gameObject);
}
}
public void SetAccountBalanceValue(int gold)
{
Gold = gold;
UpdatePanelValue();
}
public void IncreaseAccountBalanceValue(int gold)
{
Gold += gold;
UpdatePanelValue();
}
public void DecreaseAccountBalanceValue(int gold)
{
Gold -= gold;
UpdatePanelValue();
}
public void SaveValue()
{
PlayerPrefs.SetInt(PLAYER_ACCOUNT_VALUE, Gold);
}
public void LoadValue()
{
if(PlayerPrefs.HasKey(PLAYER_ACCOUNT_VALUE))
{
Gold = PlayerPrefs.GetInt(PLAYER_ACCOUNT_VALUE);
}
else
{
Gold = 0;
}
}
/// <summary>
/// Function to update value displayed on Inventory Panel - only if is opened
/// </summary>
private void UpdatePanelValue()
{
if (InventoryUIManager.Instance.GetPanelStatus())
InventoryUIManager.Instance.DynamicPanel.GetComponent<PanelCashController>().RefreshPanel(Gold);
}
}

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@ -0,0 +1,46 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
class PanelCashController : MonoBehaviour
{
[Header("Current Value")]
public int AccountBalanceValue;
[Header("Account Balance")]
[SerializeField] public TextMeshProUGUI displayedValue;
public void Start()
{
// Get current remembered value
var balanceManager = AccountBalanceManager.Instance;
if (balanceManager == null)
throw new NullReferenceException("AccountBalanceManager not found!!!");
RefreshPanel(balanceManager.Gold);
DisplayePlayerAccountBalance();
}
// synch status after selling, buying item
public void RefreshPanel(int gold)
{
AccountBalanceValue = gold;
DisplayePlayerAccountBalance();
}
public void DisplayePlayerAccountBalance()
{
displayedValue.text = $"{AccountBalanceValue}";
}
}

View File

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View File

@ -16,6 +16,9 @@ public class NpcShopManager : MonoBehaviour
public Dialogue Dialogue;
[SerializeField]
public ShopBuildModel shopModel;
[NonSerialized]
public Shop shop;
bool CanShopBeOpened = false;
@ -51,7 +54,7 @@ public class NpcShopManager : MonoBehaviour
}
else
shop = ShopUIManager.Instance.GetList().Where(shop => {
return shop.Npc == gameObject.GetComponent<NPC>().name && shop.Map == SceneManager.GetActiveScene().name;
return shopModel.ShopName == gameObject.GetComponent<NPC>().name && shop.Map == SceneManager.GetActiveScene().name;
}).First();
IsRegistered = true;
@ -118,19 +121,15 @@ public class NpcShopManager : MonoBehaviour
public void RegisterShop()
{
// 1. Set owner name
shop.Npc = gameObject.name;
shopModel.ShopName = gameObject.GetComponent<NPC>().Name;
// 2. Create new Shop instance in scene registry list
((SceneShopDataManager)SceneShopDataManager.Instance)
.RegisterShop(
new Shop(
SceneManager.GetActiveScene().name,
gameObject.name,
shop.GetContent()
)
shopModel.MapBuildModelToShop()
);
Debug.Log($"Shop {shop.Npc} registered");
Debug.Log($"Shop {shopModel.ShopName} registered");
}
public void OpenShop()

View File

@ -114,12 +114,21 @@ class ShopItemCardKeeper : MonoBehaviour
public void BuyItem()
{
Debug.Log("Buy item");
if (!_buyButton.IsActive())
return;
// TODO - CHECK PLAYER ACCOUNT
var itemPrice = SelectedItem.Price;
// Check player account balance
if (!CheckPlayerAccoutnBalance(itemPrice))
{
Debug.Log($"You don't have enouht gold - required {itemPrice}");
return;
}
// Change account balance status (refresh view)
AccountBalanceManager.Instance.DecreaseAccountBalanceValue(SelectedItem.Price);
// 1. Buy transaction
// 1.1.1 Add to player Inventory Panel + refresh view
@ -137,18 +146,17 @@ class ShopItemCardKeeper : MonoBehaviour
if (ShopUIManager.Instance.GetPanelStatus())
GameObject.FindObjectOfType<ShopPanelController>().BuildPanelContent(ShopContentUIManager.Instance.GetList());
// 1.2.2 Save chnages in Shop Panel
// 2 Save changes
// 2.1 Save chnages in Shop Panel
SceneInventoryDataManager.Instance.SaveDynamicData();
// 2. TODO - Player gold change & save
// 2.2 Save account balance current status
AccountBalanceManager.Instance.SaveValue();
}
public void SellItem()
{
Debug.Log("Sell item");
if (!_sellButton.IsActive())
return;
@ -159,10 +167,23 @@ class ShopItemCardKeeper : MonoBehaviour
if (InventoryUIManager.Instance.GetPanelStatus())
GameObject.FindObjectOfType<InventoryPanelController>().BuildPanelContent(InventoryUIManager.Instance.GetList());
// 1.1.2 Save chnages in Inventory Panel
// 2. Change account balance status (refresh view)
AccountBalanceManager.Instance.IncreaseAccountBalanceValue(SelectedItem.Price);
// 3 Save changes
// 3.1 Save chnages in Shop Panel
SceneInventoryDataManager.Instance.SaveDynamicData();
// 3.2 Save account balance current status
AccountBalanceManager.Instance.SaveValue();
}
// 2. TODO - Player gold change & save
public bool CheckPlayerAccoutnBalance(int requiredAmount)
{
return AccountBalanceManager.Instance.Gold > requiredAmount;
}
}

View File

@ -7,7 +7,7 @@ public class InventoryUIManager : UIWarehouseManager
{
public static new InventoryUIManager Instance { get; protected set; }
public override int SLOTS_NUMBER { get { return 48; } }
public override int SLOTS_NUMBER { get { return 42; } }
public const string ITEM_LOCALIZATION = "UiPanels/";
public const string PANEL_NAME = "InventoryPanel";

View File

@ -0,0 +1,55 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
[Serializable]
public class ShopBuildModel
{
[NonSerialized] public string ShopName; // npc name
[SerializeField] public List<IndexValuePair<Item>> Content = new List<IndexValuePair<Item>>();
public ShopBuildModel(string ownerName, List<IndexValuePair<EquippableItem>> shopContent)
{
ShopName = ownerName;
Content.Clear();
foreach (IndexValuePair<EquippableItem> item in shopContent)
{
Content.Add(
new IndexValuePair<Item>(item.Key, item.Value)
);
}
}
public Shop MapBuildModelToShop()
{
var shop = new Shop(
SceneManager.GetActiveScene().name,
ShopName
);
shop.Content = new List<IndexValuePair<int, EquippableItem>>();
foreach (var ChestElement in Content)
{
var castedObject = ChestElement.Value as EquippableItem;
if (castedObject == null)
shop.Content.Add(
new IndexValuePair<int, EquippableItem>(ChestElement.Key, new EquippableItem(ChestElement.Value))
);
else
shop.Content.Add(
new IndexValuePair<int, EquippableItem>(ChestElement.Key, castedObject)
);
}
return shop;
}
}

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@ -30,6 +30,12 @@ public class SaveController : MonoBehaviour
player.GetComponent<Player>().SaveCheckpoint();
}
public void SaveAccountBalance()
{
if (AccountBalanceManager.Instance)
AccountBalanceManager.Instance.SaveValue();
}
#region palyer panels data
public void SavePlayerEquipmentItems() // toDO change name to save Equipment - save items will save items on map eg after drops
{