Pick up and drop down fix + pause fix

This commit is contained in:
tonyomendoza 2023-01-24 23:14:16 -08:00
parent 034fa92352
commit 481bd7339b
32 changed files with 2297 additions and 1644 deletions

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GameObject:
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m_AnchoredPosition: {x: 0, y: 0}
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@ -12774,7 +12960,7 @@ RectTransform:
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m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: -0.0012207031, y: -0.0008669805}
m_AnchoredPosition: {x: -0.00024414062, y: -0.0002941991}
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View File

@ -1,4 +1,6 @@
using System;
#if (UNITY_EDITOR)
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -35,6 +37,8 @@ public class PhotoshootEditor : Editor
}
}
}
#endif

View File

@ -80,12 +80,12 @@ namespace SimpleInventorySystem
public bool DropOntoSlot(ItemUI item)
{
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<MoveChildrenUI>().MoveToTarget(false, true);
if(GetComponent<NeoFPSPause>() != null)
{
GetComponent<NeoFPSPause>().pauseMenu.PopEscapeHandlerShow();
}
}
public void CloseInventory()
@ -365,6 +370,10 @@ namespace SimpleInventorySystem
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
InventoryMenuUI.SetActive(false);
if (GetComponent<NeoFPSPause>() != null)
{
GetComponent<NeoFPSPause>().pauseMenu.PushEscapeHandlerShow();
}
}
public void OpenContextMenu(MonoBehaviour uiContext)

View File

@ -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<Collider>().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");
}
}

View File

@ -12,8 +12,8 @@ namespace SimpleInventorySystem
//public PickUp storedPickUp;
public List<PickUp> pickUpsInRange = new List<PickUp>();
[HideInInspector] public Inventory inventory;
public List<TargetAttachment> 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;
}

View File

@ -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;

View File

@ -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

View File

@ -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);
}
}
}*/
}
}

View File

@ -14,6 +14,7 @@ namespace SimpleInventorySystem
public SlotUI[] incompatibleSlots;
public GameObject[] hideGameObjects;
public List<ItemTags> 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>() == slotUI)
{
return true;
}
}
return false;
}
public bool IsSlotBeingShown(SlotUI slotUI)
{
foreach (GameObject sgo in showGameObjects)
{
if (sgo.GetComponent<SlotUI>() == 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

View File

@ -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;
}

View File

@ -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<Transform>().SetParent(parent);
item.GetComponent<RectTransform>().anchoredPosition = GetComponent<RectTransform>().anchoredPosition;
//item.GetComponent<RectTransform>().pivot = new Vector2(0, 1);
if(FitItemImageInSlotImage)
itemDrop.FitImageInSlot(new Vector2(Math.Abs(image.GetComponent<RectTransform>().sizeDelta.x), Math.Abs(image.GetComponent<RectTransform>().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<RectTransform>().sizeDelta.x), Math.Abs(image.GetComponent<RectTransform>().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;
}

View File

@ -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();

View File

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- m_Value: 1
- m_Value: 2
expanded: 0
expanded: 1
- m_Name: Alternative
m_AnalogueSetup: 0
m_ButtonMappings:

View File

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m_SelectedTrigger: Highlighted
m_DisabledTrigger: Disabled
m_Interactable: 1
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View File

@ -15,7 +15,9 @@ namespace NeoFPS.Samples
[SerializeField] private InGameMenuBackground m_Background = null;
[SerializeField] private int m_MainMenuScene = 0;
[SerializeField][Range (0f, 1f)] private float m_HudAlpha = 0.25f;
[SerializeField] private bool m_PauseGame = false;
[SerializeField] private bool m_PauseGame = false; // NOTE: Did I add this?
[SerializeField] private bool isPaused = false;
#if UNITY_EDITOR
void OnValidate ()
@ -23,7 +25,13 @@ namespace NeoFPS.Samples
if (m_Background == null)
m_Background = GetComponentInChildren<InGameMenuBackground> ();
}
#endif
#endif
// NOTE: modified this
public bool IsPaused()
{
return isPaused;
}
protected override void Start ()
{
@ -55,7 +63,9 @@ namespace NeoFPS.Samples
if (m_PauseGame)
NeoFpsTimeScale.FreezeTime();
}
isPaused = true;
}
public override void Hide ()
{
@ -68,7 +78,9 @@ namespace NeoFPS.Samples
if (m_PauseGame && NeoFpsTimeScale.isPaused)
NeoFpsTimeScale.ResumeTime();
}
isPaused = false;
}
public void OnPressExit ()
{
@ -84,6 +96,18 @@ namespace NeoFPS.Samples
{
}
// NOTE: Added this too
public void PopEscapeHandlerShow()
{
NeoFpsInputManagerBase.PopEscapeHandler(Show);
}
// NOTE: Added this too
public void PushEscapeHandlerShow()
{
NeoFpsInputManagerBase.PushEscapeHandler(Show);
}
void CaptureInput ()
{
if (m_Background != null)

View File

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File diff suppressed because it is too large Load Diff

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@ -1,4 +1,7 @@
using System.IO;
#if (UNITY_EDITOR)
using System.IO;
using UnityEditor;
using UnityEditor.Presets;
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