Created an example for pouch.
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@ -19,6 +19,7 @@ namespace SimpleInventorySystem
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public PickUpRange pickUpRange;
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public bool HadPickedUp { private set; get; }
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[HideInInspector] public TargetAttachment targetAttachment;
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public SlotUI PlaceInContainerOfItemInSlot;
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// Start is called before the first frame update
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void Start()
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@ -116,6 +117,35 @@ namespace SimpleInventorySystem
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}
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}
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}
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// assume there is no tsp, then try to drop in most available backpack slot
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if (PlaceInContainerOfItemInSlot != null)
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{
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||||
if (PlaceInContainerOfItemInSlot.GetItemUI() != null && PlaceInContainerOfItemInSlot.GetItemUI().container != null)
|
||||
{
|
||||
GridUI grid = PlaceInContainerOfItemInSlot.GetItemUI().container.GetComponent<GridUI>();
|
||||
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<Collider>().enabled = false;
|
||||
}
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log("Could not pick up");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -51,7 +51,7 @@ namespace SimpleInventorySystem
|
||||
{
|
||||
if(storedPickUp != null && pickUpsInRange.Contains(storedPickUp))
|
||||
{
|
||||
Debug.Log("Picking up");
|
||||
Debug.Log("Picking up" + storedPickUp.name);
|
||||
storedPickUp.PickUpHandler();
|
||||
}
|
||||
}
|
||||
|
@ -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);
|
||||
|
@ -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<SlotUI>();
|
||||
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<SlotUI>();
|
||||
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);
|
||||
}
|
||||
cells[y + j, x + k] = new Cell(x + k, y + j, slot, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log("START: " + (slot.cell == null));
|
||||
}
|
||||
else
|
||||
{
|
||||
cells[y, x] = null;// new Cell(null, false, false); // Setting null so that we can reserve memory
|
||||
}
|
||||
else
|
||||
{
|
||||
cells[y, x] = null;// new Cell(null, false, false); // Setting null so that we can reserve memory
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user