From 481bd7339bc76b20d58df914e597ab4b20f37ba3 Mon Sep 17 00:00:00 2001 From: tonyomendoza Date: Tue, 24 Jan 2023 23:14:16 -0800 Subject: [PATCH] Pick up and drop down fix + pause fix --- .../Prefabs/Inventory System.prefab | 379 +++- .../Scripts/Editor/PhotoshootEditor.cs | 6 +- .../Scripts/Inventory/InventorySystem.cs | 13 +- .../Scripts/Inventory/PickUp.cs | 18 +- .../Scripts/Inventory/Player_IS.cs | 5 +- .../Inventory System/Scripts/NeoFPSPause.cs | 21 + Assets/Inventory System/Scripts/Photoshoot.cs | 6 +- Assets/Inventory System/Scripts/UI/GridUI.cs | 4 +- .../Scripts/UI/GroupSlotUI.cs | 37 + Assets/Inventory System/Scripts/UI/ItemUI.cs | 17 +- Assets/Inventory System/Scripts/UI/SlotUI.cs | 32 +- .../Core/Input/NeoFpsInputManagerBase.cs | 4 +- .../NeoFPS/Resources/FpsManager_Input.asset | 2 +- .../Shared/Prefabs/UiWidgets/Button.prefab | 15 +- .../Shared/Prefabs/UiWidgets/Group.prefab | 25 +- .../Prefabs/UiWidgets/InputBinding.prefab | 29 +- .../Prefabs/UiWidgets/LevelSelect.prefab | 19 +- .../Prefabs/UiWidgets/MultiChoice.prefab | 38 +- .../Shared/Prefabs/UiWidgets/NavButton.prefab | 15 +- .../Shared/Prefabs/UiWidgets/Slider.prefab | 50 +- .../Shared/Prefabs/UiWidgets/Toggle.prefab | 38 +- .../Shared/UserInterface/Menus/InGameMenu.cs | 32 +- .../SinglePlayer/Prefabs/InGameMenu.prefab | 1 + .../SinglePlayer/Prefabs/MainMenu.prefab | 1772 ++++++++++++----- .../Inventory_HudAndMenuCanvasStacked.prefab | 4 +- .../Character_Soldier.prefab | 8 +- .../Test NeoFpsSoloPlayerCharacter.prefab | 90 +- Assets/Scenes/NeoFPS Test.unity | 1199 +++-------- Assets/Scripts/Ediitor/PresetsPerFolder.cs | 9 +- ProjectSettings/EditorBuildSettings.asset | 39 +- ProjectSettings/GraphicsSettings.asset | 7 +- ProjectSettings/PresetManager.asset | 7 - 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return item.ItemTag == itemTag && slot != null && (!HasSlotOccupied() || slot.IsStacking()) && slot.DropOntoSlot(item.gameObject); + return CanEquip(item) && slot.DropOntoSlot(item.gameObject); } public bool CanEquip(ItemUI item) { - return item.ItemTag == itemTag && slot != null && (!HasSlotOccupied() || slot.IsStacking()); + return item.ItemTag == itemTag && slot != null && (!HasSlotOccupied() || slot.IsStacking()) && slot.CanDropOntoSlot(); } } @@ -258,6 +258,7 @@ namespace SimpleInventorySystem // Update is called once per frame void Update() { + CheckForRequiredComponents(); rotationKeyInput.Update(); menuKeyInput.Update(); @@ -357,6 +358,10 @@ namespace SimpleInventorySystem Cursor.visible = true; Cursor.lockState = CursorLockMode.Confined; toolbarEvents.GetComponent().MoveToTarget(false, true); + if(GetComponent() != null) + { + GetComponent().pauseMenu.PopEscapeHandlerShow(); + } } public void CloseInventory() @@ -365,6 +370,10 @@ namespace SimpleInventorySystem Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; InventoryMenuUI.SetActive(false); + if (GetComponent() != null) + { + GetComponent().pauseMenu.PushEscapeHandlerShow(); + } } public void OpenContextMenu(MonoBehaviour uiContext) diff --git a/Assets/Inventory System/Scripts/Inventory/PickUp.cs b/Assets/Inventory System/Scripts/Inventory/PickUp.cs index b55c90eb..505b96e1 100644 --- a/Assets/Inventory System/Scripts/Inventory/PickUp.cs +++ b/Assets/Inventory System/Scripts/Inventory/PickUp.cs @@ -127,6 +127,22 @@ namespace SimpleInventorySystem else if (itemUI.Store()) { Debug.Log("Pickup: Stored"); + itemUI.transform.localRotation = Quaternion.Euler(new Vector3()); + itemUI.transform.localScale = new Vector3(1, 1, 1); + HadPickedUp = true; + + if (InventorySystem.instance.player.AttachItemGameObject(ItemGameObject, itemUI.ItemTag, itemUI)) + { + Debug.Log("Attached"); + ItemRigidBody.useGravity = false; + ItemRigidBody.isKinematic = true; + pickUpCollider.enabled = false; + pickUpRange.GetComponent().enabled = false; + } + } + else + { + Debug.Log("Could not pick up"); } // assume there is no tsp, then try to drop in most available backpack slot /*else if (PlaceInContainerOfItemInSlot != null) @@ -160,8 +176,6 @@ namespace SimpleInventorySystem } } }*/ - - Debug.Log("Could not pick up"); } } diff --git a/Assets/Inventory System/Scripts/Inventory/Player_IS.cs b/Assets/Inventory System/Scripts/Inventory/Player_IS.cs index 264c1527..7d9d23d7 100644 --- a/Assets/Inventory System/Scripts/Inventory/Player_IS.cs +++ b/Assets/Inventory System/Scripts/Inventory/Player_IS.cs @@ -12,8 +12,8 @@ namespace SimpleInventorySystem //public PickUp storedPickUp; public List pickUpsInRange = new List(); [HideInInspector] public Inventory inventory; - public List targetAttachments; - public PickUp SPU; + public TargetAttachment[] targetAttachments; + [HideInInspector] public PickUp SPU; // Start is called before the first frame update void Start() @@ -31,6 +31,7 @@ namespace SimpleInventorySystem return true; } } + Debug.Log("FAIL"); return false; } diff --git a/Assets/Inventory System/Scripts/NeoFPSPause.cs b/Assets/Inventory System/Scripts/NeoFPSPause.cs index b65c6a8f..bca5ace1 100644 --- a/Assets/Inventory System/Scripts/NeoFPSPause.cs +++ b/Assets/Inventory System/Scripts/NeoFPSPause.cs @@ -4,6 +4,7 @@ using UnityEngine; using NeoFPS; using NeoCC; using NeoFPS.SinglePlayer; +using NeoFPS.Samples; namespace SimpleInventorySystem { @@ -20,10 +21,30 @@ namespace SimpleInventorySystem Player_IS player; InputFirearm[] inputFirearms; NeoFPSAnimationController nfpsAC; + public InGameMenu pauseMenu; + bool paused; + + public bool IsPaused() + { + return paused; + } // Update is called once per frame void Update() { + paused = pauseMenu.IsPaused(); + + if (!InventorySystem.instance.IsUsingInventoryMenuUI()) + { + pauseMenu.gameObject.SetActive(true); + pauseMenu.enabled = true; + } + else + { + pauseMenu.gameObject.SetActive(false); + pauseMenu.enabled = false; + } + if (player == null && InventorySystem.instance.player != null) { player = InventorySystem.instance.player; diff --git a/Assets/Inventory System/Scripts/Photoshoot.cs b/Assets/Inventory System/Scripts/Photoshoot.cs index 098f1614..20c3963d 100644 --- a/Assets/Inventory System/Scripts/Photoshoot.cs +++ b/Assets/Inventory System/Scripts/Photoshoot.cs @@ -1,4 +1,6 @@ -using System; +#if (UNITY_EDITOR) + +using System; using System.Collections; using System.Collections.Generic; using UnityEditor; @@ -268,3 +270,5 @@ public class Photoshoot : MonoBehaviour #endif } } + +#endif \ No newline at end of file diff --git a/Assets/Inventory System/Scripts/UI/GridUI.cs b/Assets/Inventory System/Scripts/UI/GridUI.cs index df150f74..345c395f 100644 --- a/Assets/Inventory System/Scripts/UI/GridUI.cs +++ b/Assets/Inventory System/Scripts/UI/GridUI.cs @@ -122,7 +122,7 @@ namespace SimpleInventorySystem //item.transform.SetParent(.gameObject.transform); }*/ - if (testItems != null) + /*if (testItems != null) { int i = 0; int x = 0, y = 0; @@ -167,7 +167,7 @@ namespace SimpleInventorySystem // TODO: Make sure this works as expected nextAvailableCellCoords = new Vector2(i % gridSize.Width, i / gridSize.Width); } - } + }*/ } } diff --git a/Assets/Inventory System/Scripts/UI/GroupSlotUI.cs b/Assets/Inventory System/Scripts/UI/GroupSlotUI.cs index 80e8aa06..a98a922f 100644 --- a/Assets/Inventory System/Scripts/UI/GroupSlotUI.cs +++ b/Assets/Inventory System/Scripts/UI/GroupSlotUI.cs @@ -14,6 +14,7 @@ namespace SimpleInventorySystem public SlotUI[] incompatibleSlots; public GameObject[] hideGameObjects; public List AllowedItemTags; + private bool conditionMet; // Start is called before the first frame update void Start() @@ -31,6 +32,40 @@ namespace SimpleInventorySystem } } + public bool IsSlotInShowGameObjects(SlotUI slotUI) + { + foreach(GameObject sgo in showGameObjects) + { + if(sgo.GetComponent() == slotUI) + { + return true; + } + } + return false; + } + + public bool IsSlotBeingShown(SlotUI slotUI) + { + foreach (GameObject sgo in showGameObjects) + { + if (sgo.GetComponent() == slotUI) + { + return ConditionMet(); + } + } + return false; + } + + public bool HasSlotOccupied() + { + return slot.GetItemUI() != null; + } + + public bool ConditionMet() + { + return conditionMet; + } + public void ShowUIContainer() { foreach(GameObject uiContainerGameObject in showGameObjects) @@ -41,6 +76,7 @@ namespace SimpleInventorySystem { uiContainerGameObject.SetActive(false); } + conditionMet = true; } public void HideUIContainer() @@ -54,6 +90,7 @@ namespace SimpleInventorySystem { uiContainerGameObject.SetActive(true); } + conditionMet = false; } // Update is called once per frame diff --git a/Assets/Inventory System/Scripts/UI/ItemUI.cs b/Assets/Inventory System/Scripts/UI/ItemUI.cs index 82632b89..db3cadc3 100644 --- a/Assets/Inventory System/Scripts/UI/ItemUI.cs +++ b/Assets/Inventory System/Scripts/UI/ItemUI.cs @@ -206,9 +206,10 @@ namespace SimpleInventorySystem { foreach (TagSlotPairing tsp in InventorySystem.instance.TagSlotPairings) { - if (!tsp.CanEquip(this)) + if (tsp.CanEquip(this)) { UnsetSlot(); + Debug.Log(tsp.slot.gameObject.name); bool value = tsp.DropOntoSlot(this); if (!value) { @@ -246,7 +247,7 @@ namespace SimpleInventorySystem return false; } - public void DropItemOntoSlot() + public void DropItemOntoSlot(bool fitImageInSlot = false) { //Debug.Log("OnEndDrag"); if (image != null) @@ -288,6 +289,16 @@ namespace SimpleInventorySystem { Inventory.RemoveOwnership(this, Inventory); } + + if (!fitImageInSlot) + { + ApplyRectTransformResize(); + } + } + + public void ApplyRectTransformResize() + { + ResetTransform(); } public void GrabAndDragItem() @@ -539,7 +550,6 @@ namespace SimpleInventorySystem SlotUI cellSlot = cell.GetSlot(); if (cellSlot != null) { - Debug.Log(cellSlot.cell.X + ", " + cellSlot.cell.Y + ", " + (cellSlot.image == previousCell.slot.image)); // && !slot.useImageAsSlotHolder) cellSlot.HideImage(); } @@ -628,6 +638,7 @@ namespace SimpleInventorySystem if (PointerIsHoveredOver && InventorySystem.instance.PressedDropItemKey(false)) { + Debug.Log("Should be throwing away..."); DropItemAway(); return; } diff --git a/Assets/Inventory System/Scripts/UI/SlotUI.cs b/Assets/Inventory System/Scripts/UI/SlotUI.cs index f57f4533..3d69c753 100644 --- a/Assets/Inventory System/Scripts/UI/SlotUI.cs +++ b/Assets/Inventory System/Scripts/UI/SlotUI.cs @@ -120,7 +120,7 @@ namespace SimpleInventorySystem /// STACKING /// This section concerns item stacks, not slot stacking - if (!itemDrop.IsLinkedSlotClone && ((HasStack() && itemUI != null /*&& itemUI.itemPrefab == itemDrop.itemPrefab*/) || !dropStack)) + if (!itemDrop.IsLinkedSlotClone && ((HasStack() && itemUI != null /*&& itemUI.itemPrefab == itemDrop.itemPrefab*/ && itemUI.itemName == GetItemUI().itemName) || !dropStack)) { Debug.Log("Handling Stack"); int maxStackDrop = 1; @@ -200,15 +200,17 @@ namespace SimpleInventorySystem item.GetComponent().SetParent(parent); item.GetComponent().anchoredPosition = GetComponent().anchoredPosition; //item.GetComponent().pivot = new Vector2(0, 1); - if(FitItemImageInSlotImage) - itemDrop.FitImageInSlot(new Vector2(Math.Abs(image.GetComponent().sizeDelta.x), Math.Abs(image.GetComponent().sizeDelta.y))); + itemDrop.SetSlot(this); stackedItems.Push(itemDrop); Debug.Log("SlotUI:Drop:" + itemUI + ", " + itemDrop); - itemUI.DropItemOntoSlot(); + itemUI.DropItemOntoSlot(FitItemImageInSlotImage); + + if (FitItemImageInSlotImage) + itemDrop.FitImageInSlot(new Vector2(Math.Abs(image.GetComponent().sizeDelta.x), Math.Abs(image.GetComponent().sizeDelta.y))); if (itemUI.Stackable) { @@ -493,6 +495,27 @@ namespace SimpleInventorySystem } } + public bool CanDropOntoSlot() + { + bool groupSlotsCheck = false; + if (groupSlots.Count == 0) + groupSlotsCheck = true; + else + { + foreach (GroupSlotUI groupSlotUI in groupSlots) + { + if (groupSlotUI.IsSlotInShowGameObjects(this) && groupSlotUI.ConditionMet()) + { + groupSlotsCheck = true; + break; + } + } + } + // TODO: add check for Limit Slot Stack here + + return (GetItemUI() == null || IsStacking()) && groupSlotsCheck; + } + public bool IsSingleCellSlot() { return width == 1 && height == 1; @@ -528,6 +551,7 @@ namespace SimpleInventorySystem { if (InventorySystem.instance.PressedDropItemKey(false) || InventorySystem.instance.PressedEquipItemKey(false)) { + Debug.Log("pressed"); return; } diff --git a/Assets/NeoFPS/Core/Input/NeoFpsInputManagerBase.cs b/Assets/NeoFPS/Core/Input/NeoFpsInputManagerBase.cs index db1c56ac..f09a281d 100644 --- a/Assets/NeoFPS/Core/Input/NeoFpsInputManagerBase.cs +++ b/Assets/NeoFPS/Core/Input/NeoFpsInputManagerBase.cs @@ -137,8 +137,8 @@ namespace NeoFPS if (s_EscapeHandlers[s_EscapeHandlers.Count - 1] != null) s_EscapeHandlers[s_EscapeHandlers.Count - 1].Invoke(); } - else - captureMouseCursor = !captureMouseCursor; + /*else + captureMouseCursor = !captureMouseCursor;*/ // NOTE: Modified this } protected abstract bool CheckForEscapeInput(); diff --git a/Assets/NeoFPS/Resources/FpsManager_Input.asset b/Assets/NeoFPS/Resources/FpsManager_Input.asset index c432aced..ca15acb3 100644 --- a/Assets/NeoFPS/Resources/FpsManager_Input.asset +++ b/Assets/NeoFPS/Resources/FpsManager_Input.asset @@ -617,7 +617,7 @@ MonoBehaviour: - m_Value: 22 - m_Value: 1 - m_Value: 2 - expanded: 0 + expanded: 1 - m_Name: Alternative m_AnalogueSetup: 0 m_ButtonMappings: diff --git a/Assets/NeoFPS/Samples/Shared/Prefabs/UiWidgets/Button.prefab b/Assets/NeoFPS/Samples/Shared/Prefabs/UiWidgets/Button.prefab index 668d1170..709f788c 100644 --- a/Assets/NeoFPS/Samples/Shared/Prefabs/UiWidgets/Button.prefab +++ b/Assets/NeoFPS/Samples/Shared/Prefabs/UiWidgets/Button.prefab @@ -57,12 +57,13 @@ MonoBehaviour: m_GameObject: {fileID: 1318915275320728} m_Enabled: 1 m_EditorHideFlags: 0 - 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enabled: 1 + path: Assets/Scenes/NeoFPS Test.unity + guid: bbd8fc34fec32d2499f9223b8bf7f442 m_configObjects: {} diff --git a/ProjectSettings/GraphicsSettings.asset b/ProjectSettings/GraphicsSettings.asset index 74d7b532..e04e8483 100644 --- a/ProjectSettings/GraphicsSettings.asset +++ b/ProjectSettings/GraphicsSettings.asset @@ -3,7 +3,7 @@ --- !u!30 &1 GraphicsSettings: m_ObjectHideFlags: 0 - serializedVersion: 12 + serializedVersion: 13 m_Deferred: m_Mode: 1 m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} @@ -35,6 +35,9 @@ GraphicsSettings: - {fileID: 15106, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0} - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 16000, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 16001, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 17000, guid: 0000000000000000f000000000000000, type: 0} m_PreloadedShaders: [] m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0} @@ -59,3 +62,5 @@ GraphicsSettings: m_AlbedoSwatchInfos: [] m_LightsUseLinearIntensity: 0 m_LightsUseColorTemperature: 0 + m_LogWhenShaderIsCompiled: 0 + m_AllowEnlightenSupportForUpgradedProject: 1 diff --git a/ProjectSettings/PresetManager.asset b/ProjectSettings/PresetManager.asset index c96cb8e5..2eff1150 100644 --- a/ProjectSettings/PresetManager.asset +++ b/ProjectSettings/PresetManager.asset @@ -13,13 +13,6 @@ PresetManager: - 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