Attached scripts to backpack and implemented other pouches.

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tonyomendoza 2022-11-17 05:19:28 -08:00
parent 9c294acd00
commit 4a7b254f18
68 changed files with 23427 additions and 1748 deletions

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@ -80,29 +80,6 @@ namespace SimpleInventorySystem
} }
} }
public enum ItemTags
{
Any,
Helmet,
Headset,
Glasses,
FaceCover,
Plate,
Weapon,
Sidearm,
MeleeWeapon,
TacticalRig,
TacticalRigAttachment,
MedPouch,
Backpack,
Pouch1x1,
Pouch1x2,
Pouch1x3,
Pouch2x2,
BodyArmor,
PlateCarrier
}
public class InventorySystem : MonoBehaviour, IPointerClickHandler public class InventorySystem : MonoBehaviour, IPointerClickHandler
{ {
[SerializeField] private string[] RaritySystemUnits; [SerializeField] private string[] RaritySystemUnits;

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@ -0,0 +1,39 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace SimpleInventorySystem
{
public enum ItemTags
{
Any,
Helmet,
Headset,
Glasses,
FaceCover,
Plate,
Weapon,
Sidearm,
MeleeWeapon,
TacticalRig,
TacticalRigAttachment,
MedPouch,
Backpack,
Pouch1x1,
Pouch2x1,
Pouch3x1,
Pouch2x2,
BodyArmor,
PlateCarrier,
HeavyAmmunition,
MediumAmmunition,
LightAmmunition,
ShotgunRounds
}
public class InventorySystemPreferences
{
// This class is simply there for convenience. The bulk of this file will contain elements that the game developer or programmer can modify to extend their game.
}
}

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@ -82,7 +82,12 @@ namespace SimpleInventorySystem
{ {
ItemGameObject.transform.localPosition = alterPosition; ItemGameObject.transform.localPosition = alterPosition;
ItemGameObject.transform.localRotation = Quaternion.Euler(alterRotation); ItemGameObject.transform.localRotation = Quaternion.Euler(alterRotation);
ItemGameObject.transform.localScale = alterScale; if(alterScale != Vector3.zero && alterScale.x != 0 && alterScale.y != 0 && alterScale.z != 0)
ItemGameObject.transform.localScale = alterScale;
else
{
ItemGameObject.transform.localScale = Vector3.one;
}
} }
public void PickUpHandler() public void PickUpHandler()

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@ -13,7 +13,7 @@ namespace SimpleInventorySystem
{ {
private RectTransform rectTransform; private RectTransform rectTransform;
public Image image; public Image image;
public Canvas canvas; [HideInInspector] public Canvas canvas;
private CanvasGroup canvasGroup; private CanvasGroup canvasGroup;
private float scale = 1f; private float scale = 1f;
public SlotUI previousSlot { get; private set; } public SlotUI previousSlot { get; private set; }
@ -25,9 +25,9 @@ namespace SimpleInventorySystem
private Size imageSizeOnGrid; private Size imageSizeOnGrid;
private Orientation imageOrientation = Orientation.Portrait; private Orientation imageOrientation = Orientation.Portrait;
public ItemTags ItemTag = ItemTags.Any; public ItemTags ItemTag = ItemTags.Any;
public List<ItemUI> ContainedItems = new List<ItemUI>(); [HideInInspector] public List<ItemUI> ContainedItems = new List<ItemUI>();
public ItemUI ParentContainer; [HideInInspector] public ItemUI ParentContainer;
public GameObject container; [HideInInspector] public GameObject container;
public GameObject containerUIPrefab; public GameObject containerUIPrefab;
public Item itemPrefab; public Item itemPrefab;
[HideInInspector] public bool Equipped; [HideInInspector] public bool Equipped;
@ -63,9 +63,9 @@ namespace SimpleInventorySystem
[HideInInspector] public List<GameObject> ContextWindows = new List<GameObject>(); [HideInInspector] public List<GameObject> ContextWindows = new List<GameObject>();
[HideInInspector] public bool IsLinkedSlotClone; [HideInInspector] public bool IsLinkedSlotClone;
public bool PointerIsHoveredOver { get { return InventorySystem.IsMouseOverItemUITop(this); } } public bool PointerIsHoveredOver { get { return InventorySystem.IsMouseOverItemUITop(this); } }
public LimitStackSlotCapacity limitStackSlotCapacity; [HideInInspector] public LimitStackSlotCapacity limitStackSlotCapacity;
public PickUp pickUp; [HideInInspector] public PickUp pickUp;
public TargetAttachment targetAttachment; [HideInInspector] public TargetAttachment targetAttachment;
//public Item item; //public Item item;
private void Awake() private void Awake()