Attached scripts to backpack and implemented other pouches.
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m_AnchorMin: {x: 0.5, y: 0.5}
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m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 75, y: 150}
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m_Pivot: {x: 0.5, y: 0.5}
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8
Assets/SimpleInventorySystem/Prefabs/Slot UI.meta
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8
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fileFormatVersion: 2
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m_Name: Backpack_Cells_5x8
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_Name: Pouch_Cells_1x2
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m_Name: Pouch_Cells_2x1
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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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
|
||||
{
|
||||
[SerializeField] private string[] RaritySystemUnits;
|
||||
|
@ -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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}
|
@ -0,0 +1,11 @@
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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@ -82,7 +82,12 @@ namespace SimpleInventorySystem
|
||||
{
|
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ItemGameObject.transform.localPosition = alterPosition;
|
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ItemGameObject.transform.localRotation = Quaternion.Euler(alterRotation);
|
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ItemGameObject.transform.localScale = alterScale;
|
||||
if(alterScale != Vector3.zero && alterScale.x != 0 && alterScale.y != 0 && alterScale.z != 0)
|
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ItemGameObject.transform.localScale = alterScale;
|
||||
else
|
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{
|
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ItemGameObject.transform.localScale = Vector3.one;
|
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}
|
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}
|
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|
||||
public void PickUpHandler()
|
||||
|
@ -13,7 +13,7 @@ namespace SimpleInventorySystem
|
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{
|
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private RectTransform rectTransform;
|
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public Image image;
|
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public Canvas canvas;
|
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[HideInInspector] public Canvas canvas;
|
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private CanvasGroup canvasGroup;
|
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private float scale = 1f;
|
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public SlotUI previousSlot { get; private set; }
|
||||
@ -25,9 +25,9 @@ namespace SimpleInventorySystem
|
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private Size imageSizeOnGrid;
|
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private Orientation imageOrientation = Orientation.Portrait;
|
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public ItemTags ItemTag = ItemTags.Any;
|
||||
public List<ItemUI> ContainedItems = new List<ItemUI>();
|
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public ItemUI ParentContainer;
|
||||
public GameObject container;
|
||||
[HideInInspector] public List<ItemUI> ContainedItems = new List<ItemUI>();
|
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[HideInInspector] public ItemUI ParentContainer;
|
||||
[HideInInspector] public GameObject container;
|
||||
public GameObject containerUIPrefab;
|
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public Item itemPrefab;
|
||||
[HideInInspector] public bool Equipped;
|
||||
@ -63,9 +63,9 @@ namespace SimpleInventorySystem
|
||||
[HideInInspector] public List<GameObject> ContextWindows = new List<GameObject>();
|
||||
[HideInInspector] public bool IsLinkedSlotClone;
|
||||
public bool PointerIsHoveredOver { get { return InventorySystem.IsMouseOverItemUITop(this); } }
|
||||
public LimitStackSlotCapacity limitStackSlotCapacity;
|
||||
public PickUp pickUp;
|
||||
public TargetAttachment targetAttachment;
|
||||
[HideInInspector] public LimitStackSlotCapacity limitStackSlotCapacity;
|
||||
[HideInInspector] public PickUp pickUp;
|
||||
[HideInInspector] public TargetAttachment targetAttachment;
|
||||
//public Item item;
|
||||
|
||||
private void Awake()
|
||||
|
Loading…
Reference in New Issue
Block a user