138 lines
4.6 KiB
C#
138 lines
4.6 KiB
C#
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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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namespace SimpleInventorySystem
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{
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public class LootContainer : MonoBehaviour
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{
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// Start is called before the first frame update
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public bool hasBeenLooted = false;
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public bool itemsHaveBeenInstantiated = false;
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public bool itemsHaveBeenHidden = false;
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[HideInInspector] public List<ItemUI> itemUIs;
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/// <summary>
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/// Instantiates the item prefab first and calls necessary stuff.
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/// </summary>
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public void Loot()
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{
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if (!hasBeenLooted)
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{
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itemUIs = new List<ItemUI>();
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Size size = GenerateContainerSize();
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PopulateContainer(size);
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hasBeenLooted = true;
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}
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else
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{
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hasBeenLooted = true;
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}
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}
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void HideGameObjects()
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{
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if (hasBeenLooted && itemsHaveBeenInstantiated && !itemsHaveBeenHidden)
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{
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foreach (ItemUI item in itemUIs)
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{
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//Debug.Log(item.gameObject.name);
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//Debug.Log(item.pickUp.gameObject.name);
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item.pickUp.ItemGameObject.SetActive(false);
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}
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itemsHaveBeenHidden = true;
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}
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}
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public ScriptableLootContainer data;
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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 (data == null)
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{
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Debug.LogError("Loot Container should have a Scriptable Loot Container referenced.");
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return;
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}
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}
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public Size GenerateContainerSize()
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{
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int width = Random.Range(data.minimumContainerSize.Width, data.maximumContainerSize.Width + 1);
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int height = Random.Range(data.minimumContainerSize.Height, data.maximumContainerSize.Height + 1);
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return new Size(width, height);
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}
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public void PopulateContainer(Size size)
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{
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int cells = size.Width * size.Height;
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int limit = 50;
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while(limit > 0 && cells > 0)
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{
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GameObject item = Spawn();
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ItemUI itemUI = item.GetComponentInChildren<ItemUI>();
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PickUp pickUp = item.GetComponentInChildren<PickUp>();
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item.SetActive(true);
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item.transform.position = Vector3.zero;
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item.transform.SetParent(InventorySystem.instance.DefaultItemSpawn, false);
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if (item.GetComponent<Rigidbody>() != null)
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item.GetComponent<Rigidbody>().useGravity = false;
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if (itemUI != null)
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{
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itemUIs.Add(itemUI);
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itemUI.gameObject.SetActive(true);
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pickUp.gameObject.SetActive(true);
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//AddOwnership(item, this);
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//item.transform.SetParent(transform, true);
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itemUI.InitializeImageSize();
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itemUI.ResetTransform();
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//gObj.transform.SetParent(item.transform, true);
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//gObj.SetActive(false);
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//item.pickUp = gObj.GetComponentInChildren<PickUp>();
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}
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cells -= itemUI.width * itemUI.height;
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limit--;
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}
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Invoke(nameof(HideGameObjects), .1f);
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itemsHaveBeenInstantiated = true;
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}
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private GameObject Spawn()
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{
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// RNG rarity
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float rate = Random.Range(0f, 1f);
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RarityType rarity = data.GetRandomRarity(rate);
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// RNG item
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GameObject prefab = data.GetRandomItem(rarity);
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GameObject newItem = Instantiate(prefab);
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Debug.Log($"Loot Container: {newItem.name}");
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return newItem;
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}
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// Update is called once per frame
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void Update()
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{
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if (data == null)
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{
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return;
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}
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}
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/*public void RemoveOwnership(ItemUI item, Inventory newOwnerInventory)
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{
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item.Inventory = newOwnerInventory;
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//items.Remove(item.pickUp.ItemGameObject);
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itemUIs.Remove(item);
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newOwnerInventory.AddOwnership(item, this);
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}
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public void AddOwnership(ItemUI item, Inventory oldOwnerInventory)
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{
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//items.Add(item.pickUp.ItemGameObject);
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itemUIs.Add(item);
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//item.Inventory = this;
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}*/
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}
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}
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