2022-10-19 13:51:46 +00:00
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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using static SimpleInventorySystem.InventorySystem;
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namespace SimpleInventorySystem
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{
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[RequireComponent(typeof (GridLayoutGroup))]
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public class GridUI : MonoBehaviour
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{
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private LayoutElement layoutElement;
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private GridLayoutGroup gridLayout;
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public GameObject CellPrefab;
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public bool generateCells; // will autopopulate grid
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public SlotUI[] slots;
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[SerializeField] public Size gridSize;
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internal void ChangeGridLayoutSize(int rows, int columns)
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{
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gridSize.Width = rows;
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gridSize.Height = columns;
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}
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private Cell[,] cells;
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public GameObject testItem;
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public GameObject[] testItems;
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private Size cellSize;
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public Size CellSize { get { return cellSize; } }
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private Vector2 nextAvailableCellCoords;
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2022-10-19 13:51:46 +00:00
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private void Awake()
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{
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gridLayout = GetComponent<GridLayoutGroup>();
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SetUpCellsArray();
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}
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void SetUpCellsArray()
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{
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if (gridSize.Width == 0 && gridLayout.constraint == GridLayoutGroup.Constraint.FixedColumnCount)
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{
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gridSize.Width = gridLayout.constraintCount;
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}
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else if (gridSize.Height == 0 && gridLayout.constraint == GridLayoutGroup.Constraint.FixedRowCount)
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{
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gridSize.Height = gridLayout.constraintCount;
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}
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if (gridSize.Width == 0 || gridSize.Height == 0)
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{
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Debug.LogError("GridUI needs a defined width and height, or width or height needs to be constrained through the GridLayoutGroup component.");
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}
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//Debug.Log("GridUI: GridSize: " + gridSize.Width + ", " + gridSize.Height);
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cells = new Cell[gridSize.Height, gridSize.Width];
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}
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void GenerateCells()
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{
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SetUpCellsArray();
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if (CellPrefab != null)
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{
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/*foreach(Transform child in transform)
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{
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// TODO: make sure to unequip items currently in the grid
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Destroy(child);
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}*/
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2022-10-29 19:56:00 +00:00
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Debug.Log(gridSize.Width + ", " + gridSize.Height);
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for (int y = 0; y < gridSize.Height; y++)
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{
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for (int x = 0; x < gridSize.Width; x++)
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{
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// TODO: load inventory from data here upon intialization
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GameObject cell = GameObject.Instantiate(CellPrefab, this.transform);
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cell.transform.localScale = new Vector3(1f, 1f, 1f);
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SlotUI slot = cell.GetComponentInChildren<SlotUI>();
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// WARNING: All cell prefabs must now have a slot
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//if (cell.GetComponentInChildren<SlotUI>() != null)
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//{
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slot.grid = this;
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slot.AllowedItemTags = new List<ItemTags>();
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slot.AllowedItemTags.Add(ItemTags.Any);
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cells[y, x] = new Cell(x, y, cell.GetComponentInChildren<SlotUI>(), false);
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cells[y, x].GetSlot().SetCell(cells[y, x]);
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Debug.Log("Foo: " + (slot == null));
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Debug.Log("Bar: " + (cells[y, x].GetSlot().cell == null));
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//}
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}
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}
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if (cells != null && cells[0, 0] != null && testItem != null)
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{
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Debug.Log("Add item");
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Cell cell = cells[0, 0];
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GameObject item = Instantiate(testItem);
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cell.slot.DropOntoSlot(item);
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//item.transform.SetParent(.gameObject.transform);
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}
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if (testItems != null)
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{
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int i = 0;
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int x = 0, y = 0;
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int lootCount = 1;
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foreach (GameObject testItem in testItems)
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{
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bool dropped = false;
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GameObject item = null;
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try
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{
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do
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{
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x = i % gridSize.Width;
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y = i / gridSize.Width;
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item = Instantiate(testItem);
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item.name = item.name + " " + lootCount;
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dropped = cells[y, x].slot.DropOntoSlot(item);
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if (!dropped)
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{
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Destroy(item);
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}
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else
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{
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lootCount++;
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item.transform.localScale = new Vector3(1, 1, 1);
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}
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i++;
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} while (!dropped);
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}
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catch (IndexOutOfRangeException err)
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{
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Debug.LogWarning("GridUI: " + x + ", " + y);
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}
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if (item == null)
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{
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Debug.LogWarning("Could not add all test items");
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break;
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}
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// TODO: Make sure this works as expected
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nextAvailableCellCoords = new Vector2(i % gridSize.Width, i / gridSize.Width);
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}
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}
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}
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}
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public bool DropItemOnGrid(GameObject item)
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{
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if (item != null)
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{
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int i = 0;
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int x = (int)nextAvailableCellCoords.x, y = (int)nextAvailableCellCoords.y;
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bool dropped = false;
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try
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{
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do
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{
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x = i % gridSize.Width;
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y = i / gridSize.Width;
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dropped = cells[y, x].slot.DropOntoSlot(item);
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if (!dropped)
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{
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}
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else
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{
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item.transform.localScale = new Vector3(1, 1, 1);
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// TODO: Make sure this works as expected
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nextAvailableCellCoords = new Vector2(i % gridSize.Width, i / gridSize.Width);
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return true;
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}
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i++;
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} while (!dropped); // TODO: perhaps add a check to make sure i has not exceeded the total number of slots
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}
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catch (IndexOutOfRangeException err)
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{
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Debug.LogWarning("GridUI: " + x + ", " + y);
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return false;
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}
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return false;
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}
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else
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{
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Debug.LogWarning("GridUI: Could not add item to grid.");
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return false;
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}
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}
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// Start is called before the first frame update
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void Start()
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{
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if (!generateCells)
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{
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//if (slots != null)
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for (int i = 0; i < gridLayout.transform.childCount; i++)
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{
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int x = i % gridSize.Width;
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int y = (i - x) / gridSize.Width;
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if (cells[y, x] != null)
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{
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continue;
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}
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Transform child = gridLayout.transform.GetChild(i);
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SlotUI slot = child.GetComponentInChildren<SlotUI>();
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if (slot != null)
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{
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cells[y, x] = new Cell(x, y, slot, true);
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slot.SetCell(cells[y, x]);
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slot.grid = this;
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if (slot.width > 1 || slot.height > 1)
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{
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for (int j = 0; j < slot.height; j++)
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{
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for (int k = 1; k < slot.width; k++)
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{
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cells[y + j, x + k] = new Cell(x + k, y + j, slot, false);
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}
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}
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}
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Debug.Log("START: " + (slot.cell == null));
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}
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else
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{
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cells[y, x] = null;// new Cell(null, false, false); // Setting null so that we can reserve memory
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}
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}
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}
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else
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{
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GenerateCells();
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}
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}
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internal void HideSlotsOfItem(ItemUI itemDrop)
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{
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if(itemDrop != null)
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{
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itemDrop.HideSlots();
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}
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}
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public bool CanMoveInCells(ItemUI item, SlotUI slot, List<Cell> occupiedCells = null)
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{
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if (slot == null || slot.cell == null || (slot.cell.inUse && (slot.GetItemUI() != null && !slot.GetItemUI().Stackable)))
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{
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Debug.Log("GridUI: CanMoveInCells(): " + slot.gameObject.name + ": A" + (slot.cell == null));
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return false;
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}
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else if (slot.IsSingleCellSlot() && item.IsSingleCellItem() && (!slot.cell.inUse || (slot.StackItemsOnSlot && slot.GetItemUI().name == item.name)))
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{
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Debug.Log("GridUI: CanMoveInCells(): " + slot.gameObject.name + ": B");
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//if (!slot.cell.inUse)
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return true;
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//else
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// return false;
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}
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else if (cells != null)
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{
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List<Cell> oCells = new List<Cell>();
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if(occupiedCells != null)
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{
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oCells = occupiedCells;
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}
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Size size = item.SizeAfterOrientation();
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// for (int h = 0; h < slot.height; h++){
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// for (int w = 0; w < slot.width; w++)
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for (int h = 0; h < size.Height; h++)
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{
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for (int w = 0; w < size.Width; w++)
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{
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if(slot.cell.Y + h >= gridSize.Height || slot.cell.X + w >= gridSize.Width)
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{
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Debug.Log("GridUI: CanMoveInCells(): " + slot.gameObject.name + ": D");
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return false;
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}
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Cell cell = cells[slot.cell.Y + h, slot.cell.X + w];
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if (cell != null && cell.inUse)
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{
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Debug.Log("GridUI: CanMoveInCells(): " + slot.gameObject.name + ": E");
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return false;
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}
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oCells.Add(cell);
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}
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}
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//Debug.Log(occupiedCells.Count);
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Debug.Log("GridUI: CanMoveInCells(): " + slot.gameObject.name + ": F");
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Debug.Log(oCells.Count);
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return true;
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}
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Debug.Log("GridUI: CanMoveInCells(): " + slot.gameObject.name + ": G");
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return false;
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}
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// Update is called once per frame
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void Update()
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{
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}
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public class Cell
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{
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protected int x, y;
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public int X { get { return x; } }
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public int Y { get { return y; } }
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public SlotUI slot;
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public bool ownsSlot;
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public bool inUse;
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public Cell(int x, int y, SlotUI slot, bool ownsSlot)
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{
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this.x = x;
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this.y = y;
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this.slot = slot;
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slot.SetCell(this);
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inUse = false;
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this.ownsSlot = ownsSlot;
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}
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public bool HasSlot()
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{
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return slot != null;
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}
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public SlotUI GetSlot()
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{
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return slot;
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}
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}
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}
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}
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