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m_Radius: 0.25 + m_Radius: 1 m_Center: {x: 0, y: 0, z: 0} --- !u!1 &41448510249244382 GameObject: diff --git a/Assets/SimpleInventorySystem/Scripts/Inventory/PickUp.cs b/Assets/SimpleInventorySystem/Scripts/Inventory/PickUp.cs index ec85920b..da2c1f12 100644 --- a/Assets/SimpleInventorySystem/Scripts/Inventory/PickUp.cs +++ b/Assets/SimpleInventorySystem/Scripts/Inventory/PickUp.cs @@ -19,6 +19,7 @@ namespace SimpleInventorySystem public PickUpRange pickUpRange; public bool HadPickedUp { private set; get; } [HideInInspector] public TargetAttachment targetAttachment; + public SlotUI PlaceInContainerOfItemInSlot; // Start is called before the first frame update void Start() @@ -116,6 +117,35 @@ namespace SimpleInventorySystem } } } + + // assume there is no tsp, then try to drop in most available backpack slot + if (PlaceInContainerOfItemInSlot != null) + { + if (PlaceInContainerOfItemInSlot.GetItemUI() != null && PlaceInContainerOfItemInSlot.GetItemUI().container != null) + { + GridUI grid = PlaceInContainerOfItemInSlot.GetItemUI().container.GetComponent(); + if (grid != null) + { + if (grid.DropItemOnGrid(itemUI.gameObject)) + { + Debug.Log("PickUp: Placed in grid."); + HadPickedUp = true; + + // TODO: Handle changing transform here + //ItemGameObject.GetComponent<>; + + if (InventorySystem.instance.player.AttachItemGameObject(ItemGameObject, itemUI.ItemTag, itemUI)) + { + pickUpCollider.enabled = false; + pickUpRange.GetComponent().enabled = false; + } + return; + } + } + } + } + + Debug.Log("Could not pick up"); } } diff --git a/Assets/SimpleInventorySystem/Scripts/Inventory/Player_IS.cs b/Assets/SimpleInventorySystem/Scripts/Inventory/Player_IS.cs index 8675ab2d..4008bc5a 100644 --- a/Assets/SimpleInventorySystem/Scripts/Inventory/Player_IS.cs +++ b/Assets/SimpleInventorySystem/Scripts/Inventory/Player_IS.cs @@ -51,7 +51,7 @@ namespace SimpleInventorySystem { if(storedPickUp != null && pickUpsInRange.Contains(storedPickUp)) { - Debug.Log("Picking up"); + Debug.Log("Picking up" + storedPickUp.name); storedPickUp.PickUpHandler(); } } diff --git a/Assets/SimpleInventorySystem/Scripts/Inventory/TargetAttachment.cs b/Assets/SimpleInventorySystem/Scripts/Inventory/TargetAttachment.cs index 1ec19dca..a4c4a194 100644 --- a/Assets/SimpleInventorySystem/Scripts/Inventory/TargetAttachment.cs +++ b/Assets/SimpleInventorySystem/Scripts/Inventory/TargetAttachment.cs @@ -17,7 +17,7 @@ namespace SimpleInventorySystem public bool AttachItemGameObject(GameObject go, ItemTags targetItemTag, PickUp pickUp) { - if (itemTag == targetItemTag) + if (itemTag == targetItemTag || itemTag == ItemTags.Any) { itemGameObject = go; @@ -48,6 +48,10 @@ namespace SimpleInventorySystem public void DetachItemGameObject(GameObject go) { + if (hideGameObject) + { + itemGameObject.SetActive(true); + } itemGameObject = null; // TODO: Most likely, implement drop here. go.transform.SetParent(null); diff --git a/Assets/SimpleInventorySystem/Scripts/UI/GridUI.cs b/Assets/SimpleInventorySystem/Scripts/UI/GridUI.cs index ad268fc1..f459d392 100644 --- a/Assets/SimpleInventorySystem/Scripts/UI/GridUI.cs +++ b/Assets/SimpleInventorySystem/Scripts/UI/GridUI.cs @@ -29,6 +29,7 @@ namespace SimpleInventorySystem public GameObject[] testItems; private Size cellSize; public Size CellSize { get { return cellSize; } } + private Vector2 nextAvailableCellCoords; private void Awake() { @@ -109,7 +110,7 @@ namespace SimpleInventorySystem int i = 0; int x = 0, y = 0; int lootCount = 1; - foreach (GameObject testItemUI in testItems) + foreach (GameObject testItem in testItems) { bool dropped = false; GameObject item = null; @@ -120,14 +121,13 @@ namespace SimpleInventorySystem x = i % gridSize.Width; y = i / gridSize.Width; - item = Instantiate(testItemUI); + item = Instantiate(testItem); item.name = item.name + " " + lootCount; dropped = cells[y, x].slot.DropOntoSlot(item); if (!dropped) { Destroy(item); - } else { @@ -146,53 +146,100 @@ namespace SimpleInventorySystem Debug.LogWarning("Could not add all test items"); break; } + + // TODO: Make sure this works as expected + nextAvailableCellCoords = new Vector2(i % gridSize.Width, i / gridSize.Width); } } } } + public bool DropItemOnGrid(GameObject item) + { + if (item != null) + { + int i = 0; + int x = (int)nextAvailableCellCoords.x, y = (int)nextAvailableCellCoords.y; + bool dropped = false; + try + { + do + { + x = i % gridSize.Width; + y = i / gridSize.Width; + + dropped = cells[y, x].slot.DropOntoSlot(item); + + if (!dropped) + { + } + else + { + item.transform.localScale = new Vector3(1, 1, 1); + // TODO: Make sure this works as expected + nextAvailableCellCoords = new Vector2(i % gridSize.Width, i / gridSize.Width); + return true; + } + i++; + } while (!dropped); // TODO: perhaps add a check to make sure i has not exceeded the total number of slots + } + catch (IndexOutOfRangeException err) + { + Debug.LogWarning("GridUI: " + x + ", " + y); + return false; + } + + return false; + } + else + { + Debug.LogWarning("GridUI: Could not add item to grid."); + return false; + } + } + // Start is called before the first frame update void Start() { if (!generateCells) { //if (slots != null) - for (int i = 0; i < gridLayout.transform.childCount; i++) + for (int i = 0; i < gridLayout.transform.childCount; i++) { int x = i % gridSize.Width; - int y = (i - x) / gridSize.Width; + int y = (i - x) / gridSize.Width; - if (cells[y, x] != null) - { - continue; - } + if (cells[y, x] != null) + { + continue; + } - Transform child = gridLayout.transform.GetChild(i); - SlotUI slot = child.GetComponentInChildren(); - if (slot != null) - { - cells[y, x] = new Cell(x, y, slot, true); - slot.SetCell(cells[y, x]); + Transform child = gridLayout.transform.GetChild(i); + SlotUI slot = child.GetComponentInChildren(); + if (slot != null) + { + cells[y, x] = new Cell(x, y, slot, true); + slot.SetCell(cells[y, x]); slot.grid = this; if (slot.width > 1 || slot.height > 1) + { + for (int j = 0; j < slot.height; j++) { - for (int j = 0; j < slot.height; j++) + for (int k = 1; k < slot.width; k++) { - for (int k = 1; k < slot.width; k++) - { - cells[y + j, x + k] = new Cell(x + k, y + j, slot, false); - 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