diff --git a/Assets/AAAModularSoldierPack/Materials/M_GlassB.mat b/Assets/AAAModularSoldierPack/Materials/M_GlassB.mat index 3af2b078..fd9be53e 100644 --- a/Assets/AAAModularSoldierPack/Materials/M_GlassB.mat +++ b/Assets/AAAModularSoldierPack/Materials/M_GlassB.mat @@ -2,17 +2,14 @@ %TAG !u! tag:unity3d.com,2011: --- !u!21 &2100000 Material: - serializedVersion: 8 + serializedVersion: 6 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: M_GlassB m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} - m_ValidKeywords: - - _ALPHAPREMULTIPLY_ON - - _NORMALMAP - m_InvalidKeywords: [] + m_ShaderKeywords: _ALPHAPREMULTIPLY_ON _NORMALMAP m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 @@ -63,7 +60,6 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - m_Ints: [] m_Floats: - _BumpScale: 1 - _Cutoff: 0.5 @@ -85,4 +81,3 @@ Material: - _Color: {r: 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__init__(self, name):\r\n - \ self.function_map = {}\r\n self.default = None\r\n self.name - = name\r\n def __call__(self,* dt):\r\n\r\n cls = tuple(map(type, dt))\r\n - \ try: \r\n x = self.function_map[cls]\r\n - \ except KeyError:\r\n if self.default is not None:\r\n x - = self.default \r\n else:\r\n raise CannotResolve(self.emess - % (self.name, cls))\r\n return x(*dt)\r\ndef overload(*dt):\r\n def - closure(func): \r\n name = func.__name__\r\n fr - = sys._getframe(1).f_locals.get(name, Resolver(name))\r\n fr.function_map[dt] - = func\r\n\r\n return fr \r\n return closure\r\ndef - overdef(func) :\r\n name = func.__name__\r\n fr = sys._getframe(1).f_locals.get(name, - Resolver(name))\r\n fr.default = func\r\n return fr\r\n\r\n@overdef\r\ndef - f(*dt,** mp): \r\n print \"Default call\"\r\n@overload(int)\r\ndef - f(x):\r\n return x + 1 \r\n@overload(str)\r\ndef - f(x):\r\n return x + \"1\"\r\n@overload(str, int)\r\ndef f(x, y):\r\n return - x + str(y)\r\nprint f(1)\r\nprint f(\"1\")\r\nf(2,2)\n\nclass Entity(dict):\r\n - \ def __getattr__(self, key):\r\n try: \r\n return self[key]\r\n - \ except KeyError, k:\r\n raise AttributeError, k \r\n\r\n def - __setattr__(self, key, value):\r\n self[key] = value\r\n\r\n def __delattr__(self, - key) :\r\n try:\r\n del self[key]\r\n except KeyError, - k: \r\n raise AttributeError, k\r\n\r\n def __repr__(self):\r\n - \ return self.__class__.__name__ + \"(\" + dict.__repr__(self) + \")\"\r\n\r\nd - = Entity(a= 1)\r\nd.b_100 = 100\r\nassert d.a == d['a'] and d.b_100 == d['b_100']\n\n>>> - import sys \u2460\r\n>>> sys.path - \ \u2461\r\n['',\r\n '/usr/lib/python31.zip',\r\n - '/usr/lib/python3.1',\r\n '/usr/lib/python3.1/plat-linux2@EXTRAMACHDEPPATH@',\r\n - '/usr/lib/python3.1/lib-dynload',\r\n '/usr/lib/python3.1/dist-packages',\r\n - '/usr/local/lib/python3.1/dist-packages']\r\n>>> sys \u2462\r\n\r\n>>> sys.path.insert(0, '/home/mark/diveintopython3/examples') - \ \u2463\r\n>>> sys.path \u2464\r\n['/home/mark/diveintopython3/examples',\r\n - '',\r\n '/usr/lib/python31.zip',\r\n '/usr/lib/python3.1',\r\n '/usr/lib/python3.1/plat-linux2@EXTRAMACHDEPPATH@',\r\n - '/usr/lib/python3.1/lib-dynload',\r\n '/usr/lib/python3.1/dist-packages',\r\n - '/usr/local/lib/python3.1/dist-packages'] \n>>> import sys \u2460\r\n>>> - sys.path \u2461\r\n['',\r\n - '/usr/lib/python31.zip',\r\n '/usr/lib/python3.1',\r\n '/usr/lib/python3.1/plat-linux2@EXTRAMACHDEPPATH@',\r\n - '/usr/lib/python3.1/lib-dynload',\r\n '/usr/lib/python3.1/dist-packages',\r\n - '/usr/local/lib/python3.1/dist-packages']\r\n>>> sys \u2462\r\n\r\n>>> sys.path.insert(0, '/home/mark/diveintopython3/examples') - \ \u2463\r\n>>> sys.path \u2464\r\n['/home/mark/diveintopython3/examples',\r\n - '',\r\n '/usr/lib/python31.zip',\r\n '/usr/lib/python3.1',\r\n '/usr/lib/python3.1/plat-linux2@EXTRAMACHDEPPATH@',\r\n - '/usr/lib/python3.1/lib-dynload',\r\n '/usr/lib/python3.1/dist-packages',\r\n - '/usr/local/lib/python3.1/dist-packages']\nimport sys\r\n\r\nclass CannotResolve(Exception):\r\n - \ pass\r\n\r\nclass Resolver(object):\r\n emess = \"Can't found appropriate - signature of func %s() for call with\" + \\\r\n \" params %r\"\r\n def __init__(self, - name):\r\n self.function_map = {}\r\n self.default = None\r\n self.name - = name\r\n def __call__(self,* dt):\r\n\r\n cls = tuple(map(type, dt))\r\n - \ try: \r\n x = self.function_map[cls]\r\n - \ except KeyError:\r\n if self.default is not None:\r\n x - = self.default \r\n else:\r\n raise CannotResolve(self.emess - % (self.name, cls))\r\n return x(*dt)\r\ndef overload(*dt):\r\n def - closure(func): \r\n name = func.__name__\r\n fr - = sys._getframe(1).f_locals.get(name, Resolver(name))\r\n fr.function_map[dt] - = func\r\n\r\n return fr \r\n return closure\r\ndef - overdef(func) :\r\n name = func.__name__\r\n fr = sys._getframe(1).f_locals.get(name, - Resolver(name))\r\n fr.default = func\r\n return fr\r\n\r\n@overdef\r\ndef 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-timeCreated: 1489416352 -licenseType: Store -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem.meta b/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem.meta deleted file mode 100644 index 63de8410..00000000 --- a/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 2ef7fa27f776e4c4d80128d7a5069ee3 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/BackpackBase.cs b/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/BackpackBase.cs deleted file mode 100644 index df98aec0..00000000 --- a/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/BackpackBase.cs +++ /dev/null @@ -1,1895 +0,0 @@ -//********************************************************// -// // -// Copyright © All rights reserved. MyNameIsVoo. 2020. // -// // -// COPYING FORBIDEN // -// // -//********************************************************// - -using UnityEngine; -using UnityEngine.UI; - -using ItemsClassList; -using ICWM.Loot; -using ICWM.DragAndDrop; -using ICWM.Enemy; -using ICWM.IconSystem; -using ICWM.HelperSystem; -using ICWM.ItemSystem; -using ICWM.StoreSystem; - -namespace ICWM -{ - public class BackpackBase : MonoBehaviour - { - public const int MAX_AMOUNT_SLOTS = 30; - public const int MAX_TACTICAL_RIG_CELLS = 10; - public const int MAX_POCKETS_CELLS = 14; - public const float CELL_SIZE = 60.0f; - - #region VIRTUAL - - public virtual void CloseIndicesTacticalRigPockets(ItemList cl, bool isUpdateText = true) { } - public virtual BackpackInfo GetBackpackInfo() { return new BackpackInfo(); } - public virtual UpdateAssistent GetUpdateAssistent() { return new UpdateAssistent(null); } - - #endregion - - #region PUBLIC - - #region Create Icon - - public void CreateItemInBackpack(ItemList itemCL, Transform rootIconSpawnAttachments) - { - int[] idSlotBackpack = GetBackpackInfo().GetFreeSlotsInBackpack(itemCL.indexPos60x60, itemCL); - if (idSlotBackpack != null) // If found free place - { - GameObject vspIconPrefab = InventoryBase.instance.GetNewIcon(itemCL, rootIconSpawnAttachments, GetBackpackInfo().GetCellPositionInBackpack(idSlotBackpack[0], idSlotBackpack[1]), true, false); - vspIconPrefab.GetComponent().startPos = GetBackpackInfo().cellPositionsInBackpack[idSlotBackpack[0], idSlotBackpack[1]]; - - if (itemCL.IsRenderItem()) - { - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = itemCL.indexPos60x60 * CELL_SIZE; - - Helper.SaveWeapon(itemCL); - } - else - { - if (itemCL.itWasRotated) - { - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().localRotation = Quaternion.Euler(new Vector3(0f, 0f, -90f)); - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = new Vector2(itemCL.indexPos60x60.y * CELL_SIZE, itemCL.indexPos60x60.x * CELL_SIZE); // Rotate icon - } - else - { - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = itemCL.indexPos60x60 * CELL_SIZE; - } - - TransferBackpackItemsToRoot(itemCL, InventoryBase.instance.RootSpawnItemsAttach.transform); - } - - vspIconPrefab.GetComponent().isBackpackSlot = true; - CloseIndicesBackpackByIconPosition(itemCL.indexPos60x60, vspIconPrefab.GetComponent().startPos); - - SetItemParametersAfterLootBoxDrop(itemCL); - - if (GetBackpackInfo().isEnemyBackpack) - { - itemCL.SetItemModdingParameters(false, itemCL.destroyItemDrop.transform); - itemCL.destroyItemDrop.transform.SetParent(InventoryBase.instance.inventoryEnemy.GetComponent().m_SpawnEnemyBackpackItems.transform); - } - else - { - if (!GetBackpackInfo().isActiveMiddleClick && itemCL.destroyItemDrop != null) - Destroy(itemCL.destroyItemDrop); - } - - if (GetBackpackInfo().isActiveMiddleClick) - GetBackpackInfo().ResetMiddleClick(); - } - else - { - Debug.Log("No Place - Backpack"); - } - } - - public void CreateItemInTacticalRigOrPockets(ItemList itemCL) - { - if (GetBackpackInfo().CheckFreeSpaceInTacticalRigOrPockets(itemCL, out int idSlot)) - { - if (GetBackpackInfo().cellSlotsTacticalRigAndPockets[idSlot] == null) - { - Debug.Log("GetBackpackInfo().cellSlotsTacticalRigAndPockets[idSlot] == null"); - return; - } - - if (itemCL.tagSize == ItemList.SizeIconInventory.Size2x1) - { - int x = (int)itemCL.indexPos60x60.x; - itemCL.indexPos60x60.x = itemCL.indexPos60x60.y; - itemCL.indexPos60x60.y = x; - itemCL.tagSize = itemCL.GetReverseCurrentSizeTag(); // Changes (invert) the tag size - itemCL.itWasRotated = true; - } - - GameObject vspIconPrefab = InventoryBase.instance.GetNewIcon(itemCL, GetBackpackInfo().cellSlotsTacticalRigAndPockets[idSlot].transform, new Vector2(-1, -1), true, false); - - if (itemCL.baseTagSize == ItemList.SizeIconInventory.Size2x1) - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = itemCL.RotateIcon(); - else - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = itemCL.indexPos60x60 * CELL_SIZE; - - if (itemCL.tagSize == ItemList.SizeIconInventory.Size1x2) - { - vspIconPrefab.GetComponent().localPosition = new Vector3(0f, CELL_SIZE, 0f); - if (itemCL.itWasRotated) - vspIconPrefab.GetComponentInChildren().Icon.transform.localRotation = Quaternion.Euler(new Vector3(0f, 0f, -90f)); // Turn clockwise - } - - vspIconPrefab.GetComponent().isTacticRigSlot = true; - itemCL.idSlotBackpack = idSlot; - CloseIndicesTacticalRigPockets(itemCL); - - if (itemCL.IsRenderItem()) - Helper.SaveWeapon(itemCL); - - // Remove the dummy - SetItemParametersAfterLootBoxDrop(itemCL); - - if (GetBackpackInfo().isEnemyBackpack) - { - itemCL.SetItemModdingParameters(false, itemCL.destroyItemDrop.transform); - itemCL.destroyItemDrop.transform.SetParent(InventoryBase.instance.inventoryEnemy.GetComponent().m_SpawnEnemyTacticalRigItems.transform); - } - else - { - if (!GetBackpackInfo().isActiveMiddleClick && itemCL.destroyItemDrop != null) - Destroy(itemCL.destroyItemDrop); - } - - if (GetBackpackInfo().isActiveMiddleClick) - GetBackpackInfo().ResetMiddleClick(); - } - else - { - if (itemCL.baseTagSize == ItemList.SizeIconInventory.Size2x1) - { - int y = (int)itemCL.indexPos60x60.y; - itemCL.indexPos60x60.y = itemCL.indexPos60x60.x; - itemCL.indexPos60x60.x = y; - itemCL.tagSize = itemCL.GetReverseCurrentSizeTag(); // Changes the tag size - itemCL.itWasRotated = false; - } - Debug.Log("No Place"); - } - } - - public int CreateNewIcon(ItemList itemCL, Transform rootIconSpawnAttachments, int amountSeparatedItems, bool isOriginalItem, int indexOfFreePlaceInventory, int amountIcons, bool isMoney = false, int originalItemPrice = 0, bool isStoreItem = false) - { - if (indexOfFreePlaceInventory < 0 || indexOfFreePlaceInventory > 2) - { - Debug.Log("indexOfFreePlaceInventory < 0 || indexOfFreePlaceInventory > 2"); - return -1; - } - - int minPrefabs = 0; - - if (isMoney) - minPrefabs = (int)Mathf.Floor(originalItemPrice / (float)InventoryBase.instance.PlayerStatistics.MaxMoneyStack); - - for (int i = 0; i < amountIcons; i++) - { - ItemList newCL = new ItemList(); - - if (isMoney) - indexOfFreePlaceInventory = Helper.GetFreeSlotIndexPlayerInventoryForSeparateAction(itemCL, true); // Get index of place - - if (isOriginalItem == false) - newCL = Helper.SetParameters(newCL, itemCL, isStoreItem); // We can not do it directly, because the original will also change - else - newCL = Helper.SetParameters(newCL, itemCL.separatePrefab, true); - - newCL.ResetRotationParametersForIcon(); - - if (amountSeparatedItems >= 0) - { - if (newCL.isBullet) - newCL.amountBullet = amountSeparatedItems; - else if (newCL.isStack) - newCL.amountStack = amountSeparatedItems; - } - - if (indexOfFreePlaceInventory == 0) - { - int[] idSlotBackpack = GetBackpackInfo().GetFreeSlotsInBackpack(newCL.indexPos60x60, newCL); - if (idSlotBackpack == null) - { - Debug.Log("No Place - backpack"); - return i; - } - - if (isMoney) - { - if (i < minPrefabs) - newCL.amountStack = InventoryBase.instance.PlayerStatistics.MaxMoneyStack; - else - newCL.amountStack = Mathf.Abs(originalItemPrice - minPrefabs * InventoryBase.instance.PlayerStatistics.MaxMoneyStack); - } - - ChangeStateOfCellIndicesBackpack(newCL.indexPos60x60, idSlotBackpack, 1, true); - - GameObject vspIconPrefab = InventoryBase.instance.GetNewIcon(newCL, rootIconSpawnAttachments, GetBackpackInfo().GetCellPositionInBackpack(idSlotBackpack[0], idSlotBackpack[1]), true, false); - - if (newCL.itWasRotated) - { - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().localRotation = Quaternion.Euler(new Vector3(0f, 0f, -90f)); - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = new Vector2(newCL.indexPos60x60.y * CELL_SIZE, newCL.indexPos60x60.x * CELL_SIZE); // Rotate icon - } - else - { - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = newCL.indexPos60x60 * CELL_SIZE; - } - - TransferBackpackItemsToRoot(newCL, InventoryBase.instance.RootSpawnItemsAttach.transform); - - vspIconPrefab.GetComponent().isBackpackSlot = true; - vspIconPrefab.GetComponent().startPos = GetBackpackInfo().cellPositionsInBackpack[idSlotBackpack[0], idSlotBackpack[1]]; // We remember the starting icon position - - if (GetBackpackInfo().isEnemyBackpack) - newCL.destroyItemDrop = (GameObject)Instantiate(InventoryBase.instance.ItemsDropPrefab, InventoryBase.instance.inventoryEnemy.m_SpawnEnemyBackpackItems.transform); - } - else - { - int idSlot = GetBackpackInfo().GetFreeSlotTacticRigPockets(newCL.tagSize); - if (idSlot == -1) - { - Debug.Log("No Place - Tactical Rig - Pockets"); - return i; - } - - if (newCL.baseTagSize == ItemList.SizeIconInventory.Size2x1) - { - int x = (int)newCL.indexPos60x60.x; - newCL.indexPos60x60.x = newCL.indexPos60x60.y; - newCL.indexPos60x60.y = x; - newCL.tagSize = newCL.GetReverseCurrentSizeTag(); // Changes (invert) the tag size - newCL.itWasRotated = true; - } - - GameObject vspIconPrefab = InventoryBase.instance.GetNewIcon(newCL, GetBackpackInfo().cellSlotsTacticalRigAndPockets[idSlot].transform, new Vector2(-1, -1), true, false); - - if (newCL.baseTagSize == ItemList.SizeIconInventory.Size2x1) - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = newCL.RotateIcon(); - else - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = newCL.indexPos60x60 * CELL_SIZE; - - if (newCL.tagSize == ItemList.SizeIconInventory.Size1x2) - { - vspIconPrefab.GetComponent().localPosition = new Vector3(0f, CELL_SIZE, 0f); - if (newCL.itWasRotated) - vspIconPrefab.GetComponentInChildren().Icon.transform.localRotation = Quaternion.Euler(new Vector3(0f, 0f, -90f)); // Turn clockwise - } - - newCL.idSlotBackpack = idSlot; - CloseIndicesTacticalRigPockets(newCL); - vspIconPrefab.GetComponent().isTacticRigSlot = true; - - if (GetBackpackInfo().isEnemyBackpack) - newCL.destroyItemDrop = (GameObject)Instantiate(InventoryBase.instance.ItemsDropPrefab, InventoryBase.instance.inventoryEnemy.m_SpawnEnemyTacticalRigItems.transform); - } - - if (GetBackpackInfo().isEnemyBackpack) - { - newCL.destroyItemDrop.name = newCL.id.ToString(); - Helper.SetParameters(newCL.destroyItemDrop, newCL); - newCL.destroyItemDrop.transform.localPosition = Vector3.zero; - newCL.SetItemModdingParameters(false, newCL.destroyItemDrop.transform); - } - } - - return -1; - } - - #endregion - - #region Open indices - - public void OpenIndicesTacticalRigPockets(ItemList cl, bool isUpdateText = true) - { - ChangeStateOfCellIndicesTacticalRigOrPockets(cl, 0, true, isUpdateText); - } - - public void OpenIndicesBackpackByIconPosition(Vector2 indexPos60x60, Vector2 iconStartPos, bool isUpdateText = true) - { - int[] indexOpen = new int[2]; - indexOpen[0] = (int)Mathf.Round(Mathf.Abs(iconStartPos.y / CELL_SIZE)); - indexOpen[1] = (int)Mathf.Round(Mathf.Abs(iconStartPos.x / CELL_SIZE)); - ChangeStateOfCellIndicesBackpack(indexPos60x60, indexOpen, 0, isUpdateText); - } - - #endregion - - #region Close indices - - public void CloseIndicesBackpackByIconPosition(Vector2 indexPos60x60, Vector2 iconStartPos, bool isUpdateText = true) - { - int[] indexOpen = new int[2]; - indexOpen[0] = (int)Mathf.Round(Mathf.Abs(iconStartPos.y / CELL_SIZE)); - indexOpen[1] = (int)Mathf.Round(Mathf.Abs(iconStartPos.x / CELL_SIZE)); - - ChangeStateOfCellIndicesBackpack(indexPos60x60, indexOpen, 1, isUpdateText); - } - - #endregion - - #endregion - - #region PROTECTED - - #region Create - - protected GameObject CreateNewItemIconInBackpack(GameObject item, ItemList itemCL, Vector2 indexPos60x60, Vector2 newPos, Quaternion newRot, Transform rootSpawn) - { - itemCL.indexPos60x60 = indexPos60x60; - GameObject vspIconPrefab = InventoryBase.instance.GetNewIcon(itemCL, rootSpawn, newPos, true, false); - - if (itemCL.IsRenderItem()) - { - // Adjust the size of the texture, which will be rendered (it is equal to the size of the icon) - if (itemCL.GetAlpha() == 2) - { - if (itemCL.itWasRotated) - itemCL.tagSize = itemCL.GetReverseSizeTag(itemCL.baseTagSize); - else - itemCL.tagSize = itemCL.baseTagSize; - } - else if (itemCL.GetAlpha() == 1) - { - if (itemCL.tagSize == itemCL.baseTagSize) - itemCL.tagSize = itemCL.baseTagSize; - else - itemCL.tagSize = itemCL.GetReverseSizeTag(itemCL.baseTagSize); - } - - vspIconPrefab.GetComponentInChildren().Icon.material = item.GetComponentInChildren().Icon.material; - } - - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = itemCL.RotateIcon(); - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().localRotation = newRot; // Rotate the icon - vspIconPrefab.GetComponent().isBackpackSlot = true; - - return vspIconPrefab; - } - - protected GameObject CreateNewItemIconInTacPoc(GameObject item, ItemList itemCL, int mode, ItemList.TypesOfTRStyles typeTRStyle) - { - itemCL.newIDSlotBackpack -= mode; - - if (typeTRStyle == ItemList.TypesOfTRStyles.TYPE04) - if ((itemCL.newIDSlotBackpack + 1) % 2 != 1) - itemCL.newIDSlotBackpack--; - - itemCL.tagSize = ItemList.SizeIconInventory.Size1x2; - itemCL.indexPos60x60 = itemCL.GetIndexPos60x60(); - - GameObject vspIconPrefab = InventoryBase.instance.GetNewIcon(itemCL, GetBackpackInfo().GetCellSlotTacticalRigOrPockets(itemCL.newIDSlotBackpack).transform, new Vector2(0f, 60f), true, false); - - if (itemCL.baseTagSize == ItemList.SizeIconInventory.Size2x1) - { - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().localRotation = Quaternion.Euler(new Vector3(0f, 0f, -90f)); // We need to rotate the icon - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = new Vector2(itemCL.indexPos60x60.y * CELL_SIZE, itemCL.indexPos60x60.x * CELL_SIZE); - } - else - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = itemCL.indexPos60x60 * CELL_SIZE; - - if (itemCL.IsRenderItem()) - vspIconPrefab.GetComponentInChildren().Icon.material = item.GetComponentInChildren().Icon.material; - - if(GetBackpackInfo().isEnemyBackpack) - { - if (!itemCL.destroyItemDrop) - { - itemCL.destroyItemDrop = (GameObject)Instantiate(InventoryBase.instance.ItemsDropPrefab); - itemCL.destroyItemDrop.name = itemCL.id.ToString(); - itemCL.destroyItemDrop.transform.localPosition = Vector3.zero; - } - - Helper.SetParameters(itemCL.destroyItemDrop, itemCL); - - if (itemCL.newIDSlotBackpack != -1) - itemCL.destroyItemDrop.transform.SetParent(InventoryBase.instance.inventoryEnemy.m_SpawnEnemyTacticalRigItems.transform); - else - itemCL.destroyItemDrop.transform.SetParent(InventoryBase.instance.inventoryEnemy.m_SpawnEnemyBackpackItems.transform); - - itemCL.SetItemModdingParameters(false, itemCL.destroyItemDrop.transform); - } - - vspIconPrefab.GetComponent().isTacticRigSlot = true; - itemCL.idSlotBackpack = itemCL.newIDSlotBackpack; - CloseIndicesTacticalRigPockets(itemCL); - - return vspIconPrefab; - } - - #endregion - - #region Build Front / Side Trunk slots - - protected GameObject RebuildTacticalRigPackges(ItemList.TypesOfTRStyles typeOfTR, GameObject rootTacticalRig, Transform rootFrontTrunkSpawn) - { - if (typeOfTR.GetHashCode() == -1) - { - Debug.Log("indexOfTacticalRigStyle = -1"); - return rootTacticalRig; - } - - if (rootTacticalRig != null) - Destroy(rootTacticalRig); - - rootTacticalRig = BackpackSystem.instance.GetNewStyleOfTacticalRig(rootFrontTrunkSpawn, typeOfTR.GetHashCode()); - rootTacticalRig.transform.localScale = Vector3.one; - rootTacticalRig.transform.localPosition = Vector3.zero; - rootTacticalRig.SetActive(true); - - FindSlots(rootTacticalRig); - - return rootTacticalRig; - } - - protected void BuildPocketsPackage(int amountSlots, int maxAmountSlots, Transform rootSpawn) - { - for (int i = MAX_TACTICAL_RIG_CELLS; i < maxAmountSlots; i++) - { - Destroy(GetBackpackInfo().GetCellSlotTacticalRigOrPockets(i)); - GetBackpackInfo().SetCellSlotTacticalRigOrPockets(i, null); - } - - for (int i = MAX_TACTICAL_RIG_CELLS; i < MAX_TACTICAL_RIG_CELLS + amountSlots; i++) - { - GameObject cellSlotsFrontAndSideTrunks = GetBackpackInfo().GetCellSlotTacticalRigOrPockets(i); - cellSlotsFrontAndSideTrunks = BackpackSystem.instance.GetNewSingleCell(rootSpawn); - cellSlotsFrontAndSideTrunks.transform.localScale = Vector3.one; - cellSlotsFrontAndSideTrunks.GetComponent().ID = i; - cellSlotsFrontAndSideTrunks.name = i.ToString(); - GetBackpackInfo().SetCellSlotTacticalRigOrPockets(i, cellSlotsFrontAndSideTrunks); - - GetBackpackInfo().SetCloseIndexTacticalRigOrPockets(i, 0); - } - } - - #endregion - - #region Save Items - - protected void SaveBackpackItems(ClassList.TagItems slotItemToSave, GameObject rootIconSpawnAttachments, GameObject rootTacticRig, GameObject rootPockets) - { - if (slotItemToSave == ClassList.TagItems.BODYBACKPACK) - { - if (!GetBackpackInfo().vspBackpack) - return; - - Component[] p = rootIconSpawnAttachments.GetComponentsInChildren(typeof(DragHandler), true); - if (p != null) - { - GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.insertCL = new ItemList[p.Length]; - GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.startPositionInBackpack = new Vector2[p.Length]; - - if (GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.destroyItemDrop && GetBackpackInfo().isEnemyBackpack) - { - GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.destroyItemDrop.GetComponent().CL.insertCL = new ItemList[p.Length]; - GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.destroyItemDrop.GetComponent().CL.startPositionInBackpack = new Vector2[p.Length]; - } - - int i = 0; - foreach (DragHandler n in p) - { - GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.insertCL[i] = n.GetComponentInChildren().CL; - GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.startPositionInBackpack[i] = n.transform.localPosition; - - if (n.GetComponentInChildren().CL.IsRenderItem()) - GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.insertCL[i].renderItemMat = n.GetComponentInChildren().Icon.material; - - if (GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.destroyItemDrop && GetBackpackInfo().isEnemyBackpack) - { - GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.destroyItemDrop.GetComponent().CL.insertCL[i] = n.GetComponentInChildren().CL; - GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.destroyItemDrop.GetComponent().CL.startPositionInBackpack[i] = n.transform.localPosition; - GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.destroyItemDrop.GetComponent().CL.insertCL[i].startPositionInInventory = n.transform.localPosition; - GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.destroyItemDrop.GetComponent().StartPositionInInventory = n.transform.localPosition; - - if (n.GetComponentInChildren().CL.IsRenderItem()) - GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.destroyItemDrop.GetComponent().CL.insertCL[i].renderItemMat = n.GetComponentInChildren().Icon.material; - } - - i++; - } - } - } - else if (slotItemToSave == ClassList.TagItems.BODYTACTICALRIG) - { - if (!GetBackpackInfo().vspTacticalRig) - return; - - Component[] p = rootTacticRig.GetComponentsInChildren(typeof(DragHandler), true); - if (p != null) - { - GetBackpackInfo().vspTacticalRig.GetComponentInChildren().CL.insertCL = new ItemList[MAX_TACTICAL_RIG_CELLS]; // size of the tactical rig - - if (GetBackpackInfo().vspTacticalRig.GetComponentInChildren().CL.destroyItemDrop && GetBackpackInfo().isEnemyBackpack) - GetBackpackInfo().vspTacticalRig.GetComponentInChildren().CL.destroyItemDrop.GetComponent().CL.insertCL = new ItemList[MAX_TACTICAL_RIG_CELLS]; - - int i = 0; - foreach (DragHandler n in p) - { - GetBackpackInfo().vspTacticalRig.GetComponentInChildren().CL.insertCL[i] = n.GetComponentInChildren().CL; - if (n.GetComponentInChildren().CL.IsRenderItem()) - GetBackpackInfo().vspTacticalRig.GetComponentInChildren().CL.insertCL[i].renderItemMat = n.GetComponentInChildren().Icon.material; - - if (GetBackpackInfo().vspTacticalRig.GetComponentInChildren().CL.destroyItemDrop && GetBackpackInfo().isEnemyBackpack) - { - GetBackpackInfo().vspTacticalRig.GetComponentInChildren().CL.destroyItemDrop.GetComponent().CL.insertCL[i] = GetBackpackInfo().vspTacticalRig.GetComponentInChildren().CL.insertCL[i]; - - if (n.GetComponentInChildren().CL.IsRenderItem()) - GetBackpackInfo().vspTacticalRig.GetComponentInChildren().CL.destroyItemDrop.GetComponent().CL.insertCL[i].renderItemMat = n.GetComponentInChildren().Icon.material; - } - - i++; - } - } - } - else if (slotItemToSave == ClassList.TagItems.BODYPOCKETS) - { - if (!GetBackpackInfo().vspPockets) - return; - - Component[] p = rootPockets.GetComponentsInChildren(typeof(DragHandler), true); - if (p != null) - { - GetBackpackInfo().vspPockets.GetComponentInChildren().CL.insertCL = new ItemList[MAX_POCKETS_CELLS]; - - if (GetBackpackInfo().vspPockets.GetComponentInChildren().CL.destroyItemDrop && GetBackpackInfo().isEnemyBackpack) - GetBackpackInfo().vspPockets.GetComponentInChildren().CL.destroyItemDrop.GetComponent().CL.insertCL = new ItemList[MAX_POCKETS_CELLS]; - - int i = 0; - foreach (DragHandler n in p) - { - GetBackpackInfo().vspPockets.GetComponentInChildren().CL.insertCL[i] = n.GetComponentInChildren().CL; - if (n.GetComponentInChildren().CL.IsRenderItem()) - GetBackpackInfo().vspPockets.GetComponentInChildren().CL.insertCL[i].renderItemMat = n.GetComponentInChildren().Icon.material; - - if (GetBackpackInfo().vspPockets.GetComponentInChildren().CL.destroyItemDrop && GetBackpackInfo().isEnemyBackpack) - { - GetBackpackInfo().vspPockets.GetComponentInChildren().CL.destroyItemDrop.GetComponent().CL.insertCL[i] = GetBackpackInfo().vspPockets.GetComponentInChildren().CL.insertCL[i]; - - if (n.GetComponentInChildren().CL.IsRenderItem()) - GetBackpackInfo().vspPockets.GetComponentInChildren().CL.destroyItemDrop.GetComponent().CL.insertCL[i].renderItemMat = n.GetComponentInChildren().Icon.material; - } - - i++; - } - } - } - } - - #endregion - - #region Load Items - - protected void LoadBackpackItems(ItemList.TagItems itemTag, Transform rootIconSpawnAttachments, bool isDeleteWorldPrefab) - { - if (itemTag == ItemList.TagItems.BODYBACKPACK) - { - if (GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.insertCL != null && GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.insertCL.Length > 0) - { - int i = 0; - foreach (ItemList cl in GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.insertCL) // We go through the entire list and create icons in the inventory - { - if (cl == null) - break; - - LoadBackpackItem(cl, GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.startPositionInBackpack[i], rootIconSpawnAttachments); - - // After loading items into inventory, delete the dummy from the scene - if (isDeleteWorldPrefab) - Destroy(cl.destroyItemDrop); - - i++; - } - - GetUpdateAssistent().UpdateIconTextBackpack(); - } - } - else if (itemTag == ItemList.TagItems.BODYTACTICALRIG) - { - if (GetBackpackInfo().vspTacticalRig.GetComponentInChildren().CL.insertCL != null && GetBackpackInfo().vspTacticalRig.GetComponentInChildren().CL.insertCL.Length > 0) - { - int i = 0; - foreach (ItemList cl in GetBackpackInfo().vspTacticalRig.GetComponentInChildren().CL.insertCL) - { - if (cl == null) - break; - - LoadTacticalRigOrPocketsItem(cl); - - if (isDeleteWorldPrefab) - Destroy(cl.destroyItemDrop); - - i++; - } - - GetUpdateAssistent().UpdateIconTextForTacPoc(); - } - } - else if (itemTag == ItemList.TagItems.BODYPOCKETS) - { - if (GetBackpackInfo().vspPockets.GetComponentInChildren().CL.insertCL != null && GetBackpackInfo().vspPockets.GetComponentInChildren().CL.insertCL.Length > 0) - { - for (int j = MAX_TACTICAL_RIG_CELLS; j < GetBackpackInfo().closeIndicesTacticalRigAndPockets.Length; j++) - GetBackpackInfo().closeIndicesTacticalRigAndPockets[j] = 0; - - int i = 0; - foreach (ItemList cl in GetBackpackInfo().vspPockets.GetComponentInChildren().CL.insertCL) - { - if (cl == null) - break; - - LoadTacticalRigOrPocketsItem(cl); - - if (isDeleteWorldPrefab) - Destroy(cl.destroyItemDrop); - - i++; - } - - GetUpdateAssistent().UpdateIconTextForTacPoc(); - } - } - } - - protected void LoadBackpackItem(ItemList itemCL, Vector2 startPos, Transform rootIconSpawnAttachments) - { - int[] idSlotBackpack = new int[2]; - idSlotBackpack[0] = (int)Mathf.Round(Mathf.Abs(startPos.y / CELL_SIZE)); // Calculate the old position in the index form - idSlotBackpack[1] = (int)Mathf.Round(Mathf.Abs(startPos.x / CELL_SIZE)); - ChangeStateOfCellIndicesBackpack(itemCL.indexPos60x60, idSlotBackpack, 1, false); - - GameObject vspIconPrefab = InventoryBase.instance.GetNewIcon(itemCL, rootIconSpawnAttachments, GetBackpackInfo().GetCellPositionInBackpack(idSlotBackpack[0], idSlotBackpack[1]), true, false); - - // If the icon has been rotated, we need to set the appropriate dimensions - if (itemCL.itWasRotated) - { - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = new Vector2(itemCL.indexPos60x60.y * CELL_SIZE, itemCL.indexPos60x60.x * CELL_SIZE); - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().localRotation = Quaternion.Euler(new Vector3(0f, 0f, -90f)); - } - else - { - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = itemCL.indexPos60x60 * CELL_SIZE; - } - - vspIconPrefab.GetComponent().isBackpackSlot = true; - vspIconPrefab.GetComponent().startPos = GetBackpackInfo().cellPositionsInBackpack[idSlotBackpack[0], idSlotBackpack[1]]; - } - - protected void LoadTacticalRigOrPocketsItem(ItemList itemCL) - { - GameObject vspIconPrefab = InventoryBase.instance.GetNewIcon(itemCL, GetBackpackInfo().cellSlotsTacticalRigAndPockets[itemCL.idSlotBackpack].transform, Vector3.zero, true, false); - - CloseIndicesTacticalRigPockets(itemCL, false); - - if (itemCL.tagSize != ItemList.SizeIconInventory.Size1x1) - vspIconPrefab.GetComponent().localPosition = new Vector3(0f, CELL_SIZE, 0f); - - if (itemCL.itWasRotated) - { - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = new Vector2(itemCL.indexPos60x60.y * CELL_SIZE, itemCL.indexPos60x60.x * CELL_SIZE); - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().localRotation = Quaternion.Euler(new Vector3(0f, 0f, -90f)); - } - else - { - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = itemCL.indexPos60x60 * CELL_SIZE; - } - - vspIconPrefab.GetComponent().isTacticRigSlot = true; - } - - #endregion - - #region Set - - protected void SetItemParametersAfterLootBoxDrop(ItemList cl) - { - // If we drop from the lootbox - if (LootBase.instance.isActiveLoot && cl.lootID != -1) - { - if (cl.IsRenderItem()) - cl.itemModding.transform.SetParent(InventoryBase.instance.RootSpawnWeaponModding.transform); - - StashSystem.instance.referenceToOpenedLootBox.DestroyItemFromLootBox(cl.lootID); - cl.lootID = -1; - } - } - - #endregion - - #region Get - - protected int GetIconOffsetXCoord(ItemList.SizeIconInventory tagSize, Vector2 indexPos60x60) - { - if (tagSize == ItemList.SizeIconInventory.Size5x2 || tagSize == ItemList.SizeIconInventory.Size3x2 - || tagSize == ItemList.SizeIconInventory.Size4x1 || tagSize == ItemList.SizeIconInventory.Size4x2 - || tagSize == ItemList.SizeIconInventory.Size4x3 || tagSize == ItemList.SizeIconInventory.Size2x4 - || tagSize == ItemList.SizeIconInventory.Size3x4 || tagSize == ItemList.SizeIconInventory.Size2x2 - || tagSize == ItemList.SizeIconInventory.Size2x1 || tagSize == ItemList.SizeIconInventory.Size3x3) - return (int)(indexPos60x60.x * 0.5f); // Shift half the icons - else - { - if (tagSize == ItemList.SizeIconInventory.Size2x5 || tagSize == ItemList.SizeIconInventory.Size2x3) - return 1; - else - return 0; - } - } - - #endregion - - #region Attach - - protected void AttachItemToTacticalRigSlot(GameObject originalItem, ItemList itemCL, bool isIconRotated, int mode, ItemList.TypesOfTRStyles typeOfTR) - { - if (isIconRotated) - { - GameObject vspIconPrefab = CreateNewItemIconInTacPoc(originalItem, itemCL, mode, typeOfTR); - originalItem.GetComponent().deleteVSP = true; // We need to destroy original icon - - if (BackpackSystem.instance.RE4O_IsActive() && itemCL.isEquip && (itemCL.tagItem == ItemList.TagItems.WEAPON || itemCL.tagItem == ItemList.TagItems.PISTOL - || itemCL.tagItem == ItemList.TagItems.KNIFE || itemCL.tagItem == ItemList.TagItems.BODYHEADSET - || itemCL.tagItem == ItemList.TagItems.BODYGOGGLES || itemCL.tagItem == ItemList.TagItems.BODYHELMET || itemCL.tagItem == ItemList.TagItems.BODYARMOR)) - { - PlayerSystem.instance.UpdateSlotsRE4(vspIconPrefab, itemCL); - } - - itemCL.itWasRotated = itemCL.itWasRotated ? false : true; - } - else - { - if ((itemCL.newIDSlotBackpack + 1) % 2 == 1 && typeOfTR == ClassList.TypesOfTRStyles.TYPE04) - { - originalItem.transform.SetParent(GetBackpackInfo().GetCellSlotTacticalRigOrPockets(itemCL.newIDSlotBackpack).transform); - originalItem.GetComponentInChildren().CL.idSlotBackpack = itemCL.newIDSlotBackpack; - } - else - { - originalItem.transform.SetParent(GetBackpackInfo().GetCellSlotTacticalRigOrPockets(itemCL.newIDSlotBackpack - mode).transform); - originalItem.GetComponentInChildren().CL.idSlotBackpack = itemCL.newIDSlotBackpack - mode; - } - - originalItem.transform.localPosition = new Vector3(0f, CELL_SIZE, 0f); - originalItem.GetComponent().sizeDelta = itemCL.indexPos60x60 * CELL_SIZE; - } - - SetItemParametersAfterLootBoxDrop(itemCL); - } - - #endregion - - #region Helper - - protected void ChangeStateOfCellIndicesBackpack(Vector2 indexPos60x60, int[] idSlotBackpack, int iconState, bool isUpdateText) - { - if ((idSlotBackpack[0] < 0 || idSlotBackpack[1] < 0) && (idSlotBackpack[0] >= GetBackpackInfo().GetCellSlotBackpackLongLenght(0) || idSlotBackpack[1] >= GetBackpackInfo().GetCellSlotBackpackLongLenght(1))) - return; - - for (int k = idSlotBackpack[0]; k < idSlotBackpack[0] + (int)indexPos60x60.y; k++) - for (int l = idSlotBackpack[1]; l < idSlotBackpack[1] + (int)indexPos60x60.x; l++) - GetBackpackInfo().SetCloseIndexBackpack(k, l, iconState); - - if (isUpdateText) - GetUpdateAssistent().UpdateIconTextBackpack(); - } - - protected void ChangeStateOfCellIndicesTacticalRigOrPockets(ItemList cl, int iconState, bool imageState, bool isUpdateText) - { - if (cl.idSlotBackpack < 0 || cl.idSlotBackpack >= GetBackpackInfo().GetCloseIndicesTacticalRigAndPocketsLenght()) - return; - - GetBackpackInfo().SetCloseIndexTacticalRigOrPockets(cl.idSlotBackpack, iconState); - if (cl.tagSize != ItemList.SizeIconInventory.Size1x1) - { - GetBackpackInfo().SetCloseIndexTacticalRigOrPockets(cl.idSlotBackpack - 1, iconState); - GetBackpackInfo().GetCellSlotTacticalRigOrPockets(cl.idSlotBackpack - 1).GetComponent().raycastTarget = imageState; - } - - if (isUpdateText) - GetUpdateAssistent().UpdateIconTextForTacPoc(); - } - - protected void CalculateCircleStep(ItemList.TypesOfTRStyles typeTRStyle, out int amount, out int step) - { - if (typeTRStyle == ItemList.TypesOfTRStyles.TYPE04) - { - amount = 8; - step = 1; - } - else - { - step = 2; - amount = MAX_TACTICAL_RIG_CELLS; - } - } - - protected void TransferBackpackItemsToRoot(ItemList itemCL, Transform rootTransform) - { - if (itemCL.IsBackpackItemSlot() && itemCL.insertCL != null && itemCL.insertCL.Length > 0) - { - foreach (ItemList _c in itemCL.insertCL) - { - if (_c == null) - break; - - if(_c.itemModding) - _c.itemModding.transform.SetParent(rootTransform); - } - } - } - - protected void FindSlots(GameObject root) - { - Component[] p = root.GetComponentsInChildren(typeof(PointEnterBackpackSlot), true); - if (p != null) - { - int i = 0; - foreach (PointEnterBackpackSlot n in p) - { - n.gameObject.name = i.ToString(); - GetBackpackInfo().SetCellSlotTacticalRigOrPockets(i, n.gameObject); - GetBackpackInfo().GetCellSlotTacticalRigOrPockets(i).GetComponent().ID = i; - - i++; - } - } - } - - protected void PrepareIconForAttachingToSlotAfterDrop(GameObject item, ItemList cl, bool isIconRotated) - { - // Change the size under the icon 120x120 - item.transform.localPosition = new Vector3(-CELL_SIZE, CELL_SIZE, 0f); - item.GetComponent().sizeDelta = new Vector2(120, 120); - item.GetComponentInChildren().transform.localPosition = Vector3.zero; - item.GetComponentInChildren().Icon.GetComponent().sizeDelta = cl.GetIconSizeForSlots(); - - if (cl.itWasRotated || isIconRotated) - { - cl.ResetRotationParametersForIcon(); - item.GetComponentInChildren().Icon.transform.localRotation = Quaternion.Euler(Vector3.zero); - } - - SetItemParametersAfterLootBoxDrop(cl); - - cl.isPutOn = true; - } - - protected void AttachInsertItemsToMainItem(ItemList mainItemCL, Transform spawnPoint) - { - Component[] p = InventoryBase.instance.RootSpawnItemsAttach.GetComponentsInChildren(typeof(AttachIdentity), true); - if (p != null) - { - foreach (AttachIdentity n in p) - { - for (int i = 0; i < mainItemCL.insertCL.Length; i++) - { - if (mainItemCL.insertCL[i] == null) - break; - if (n.name == mainItemCL.insertCL[i].id.ToString()) - { - mainItemCL.insertCL[i].itemModding = n.gameObject; - mainItemCL.insertCL[i].SetItemModdingParameters(false, spawnPoint ? spawnPoint.transform : mainItemCL.itemModding.transform); - break; - } - } - } - } - } - - #endregion - - #region Checking - - protected bool IsBackpackAreaContainsPoint(Vector2 point) - { - for (int i = 0; i < GetBackpackInfo().rowsBackpack; i++) - { - if (i == point.x) - { - for (int j = 0; j < GetBackpackInfo().columnsBackpack; j++) - { - if (j == point.y) - return true; - } - } - } - - return false; - } - - protected bool IsItemDropedOnUndesirebleSlotInTacticalRig(ItemList.TypesOfTRStyles typeTRStyle, int slotIndex, ItemList.SizeIconInventory tagSize) - { - if (typeTRStyle == ItemList.TypesOfTRStyles.TYPE01) - { - // Because The first two slots for icons 1x1 need to skip them if it's 1x2 - if (slotIndex == 0 || slotIndex == 1) - if (tagSize == ItemList.SizeIconInventory.Size1x2 || tagSize == ItemList.SizeIconInventory.Size2x1) - return true; - } - else if (typeTRStyle == ItemList.TypesOfTRStyles.TYPE02) - { - if (slotIndex == 2 || slotIndex == 3 || slotIndex == 6 || slotIndex == 7) // for 1x1 - if (tagSize == ItemList.SizeIconInventory.Size1x2 || tagSize == ItemList.SizeIconInventory.Size2x1) - return true; - } - else if (typeTRStyle == ItemList.TypesOfTRStyles.TYPE03) - { - if (slotIndex == 2 || slotIndex == 3 || slotIndex == 4 || slotIndex == 5 || slotIndex == 6 || slotIndex == 7) - if (tagSize == ItemList.SizeIconInventory.Size1x2 || tagSize == ItemList.SizeIconInventory.Size2x1) - return true; - } - else if (typeTRStyle == ItemList.TypesOfTRStyles.TYPE04) - { - if (slotIndex == 0 || slotIndex == 7) - if (tagSize == ItemList.SizeIconInventory.Size1x2 || tagSize == ItemList.SizeIconInventory.Size2x1) - return true; - } - - return false; - } - - protected bool IsDropItemOnSingleTacticalRigSlot(ItemList.TypesOfTRStyles typeTRStyle, int newIDSlotBackpack) - { - if (typeTRStyle == ItemList.TypesOfTRStyles.TYPE01) - { - // Because The first two cells for icons 1x1 need to skip them if it's 1x2 - // And if we throw in your pockets (cl.newIDSlotBackpack - 1 > 10 && cl.newIDSlotBackpack - 1 < AmountPocketsSlots) Also skip - if (newIDSlotBackpack - 1 == 0 || newIDSlotBackpack - 1 == 1 || (newIDSlotBackpack - 1 > MAX_TACTICAL_RIG_CELLS && newIDSlotBackpack - 1 < MAX_AMOUNT_SLOTS)) - return true; - } - else if (typeTRStyle == ItemList.TypesOfTRStyles.TYPE02) - { - if (newIDSlotBackpack - 1 == 2 || newIDSlotBackpack - 1 == 3 || newIDSlotBackpack - 1 == 6 || newIDSlotBackpack - 1 == 7 || (newIDSlotBackpack - 1 > MAX_TACTICAL_RIG_CELLS && newIDSlotBackpack - 1 < MAX_AMOUNT_SLOTS)) - return true; - } - else if (typeTRStyle == ItemList.TypesOfTRStyles.TYPE03) - { - if (newIDSlotBackpack - 1 == 2 || newIDSlotBackpack - 1 == 3 || newIDSlotBackpack - 1 == 4 || newIDSlotBackpack - 1 == 5 || newIDSlotBackpack - 1 == 6 || newIDSlotBackpack - 1 == 7 || (newIDSlotBackpack - 1 > MAX_TACTICAL_RIG_CELLS && newIDSlotBackpack - 1 < MAX_AMOUNT_SLOTS)) - return true; - } - else if (typeTRStyle == ItemList.TypesOfTRStyles.TYPE04) - { - if (newIDSlotBackpack - 1 == 0 || newIDSlotBackpack - 1 == 7 || (newIDSlotBackpack - 1 > 8 && newIDSlotBackpack - 1 < MAX_AMOUNT_SLOTS)) - return true; - } - - return false; - } - - protected bool CanChangeItemPlace(ItemList cl, Vector2 startPosIndex) - { - int mode = 0; - // With the Bias Accounting - // Since There is an odd icon size - if (cl.GetSizeIconInventoryOnIndexPos60x60() == ItemList.SizeIconInventory.Size5x2 || cl.GetSizeIconInventoryOnIndexPos60x60() == ItemList.SizeIconInventory.Size3x2 || cl.GetSizeIconInventoryOnIndexPos60x60() == ItemList.SizeIconInventory.Size3x4 || cl.GetSizeIconInventoryOnIndexPos60x60() == ItemList.SizeIconInventory.Size3x3) - { - if (((int)startPosIndex.x + (int)cl.indexPos60x60.y - 1) > (GetBackpackInfo().rowsBackpack - 1) || ((int)startPosIndex.y - (int)(cl.indexPos60x60.x / 2) + 1) <= 0 || ((int)startPosIndex.y + (int)(cl.indexPos60x60.x / 2)) > (GetBackpackInfo().columnsBackpack - 1)) - return false; - else - mode = 1; - } - else - { - if (((int)startPosIndex.x + (int)cl.indexPos60x60.y - 1) > (GetBackpackInfo().rowsBackpack - 1) || ((int)startPosIndex.y - (int)(cl.indexPos60x60.x / 2) + 1) <= 0 || ((int)startPosIndex.y + (int)(cl.indexPos60x60.x / 2) - 2) > (GetBackpackInfo().columnsBackpack - 1)) - return false; - else - { - if (!cl.IsOddIconSize()) - mode = 1; - } - } - - int freeCells = 0; - for (int k = (int)startPosIndex.x; k < (int)startPosIndex.x + (int)cl.indexPos60x60.y; k++) - { - for (int l = ((int)startPosIndex.y - (int)(cl.indexPos60x60.x / 2)); l < ((int)startPosIndex.y + (int)(cl.indexPos60x60.x / 2) + mode); l++) - { - if (GetBackpackInfo().closeIndicesBackpack[k, l] == 0) - freeCells++; - else - break; // no place - - if (freeCells == (int)(cl.indexPos60x60.x * cl.indexPos60x60.y)) - return true; - } - } - - return false; - } - - protected bool CheckBackpackInsertItem(ItemList cl) - { - if (cl.IsBackpackItemSlot() && cl.insertCL != null) - { - foreach (ItemList item in cl.insertCL) - { - if (item == null) - continue; - if (item.IsBackpackItemSlot()) - { - Debug.Log("Hey: no place in the backpack"); - Debug.Log("Hey: OnlyAllowOneBackpack = true"); - return false; - } - } - } - - return true; - } - - protected bool CheckAvailableTacticalRigItemSizes(ItemList.SizeIconInventory itemSize) - { - if (itemSize == ClassList.SizeIconInventory.Size1x1 || itemSize == ClassList.SizeIconInventory.Size1x2 || itemSize == ClassList.SizeIconInventory.Size2x1) - return true; - return false; - } - - protected bool CheckAvailablePocketsItemSizes(ItemList.SizeIconInventory itemSize) - { - if (itemSize == ClassList.SizeIconInventory.Size1x1) - return true; - return false; - } - - #endregion - - #region Open Cells - - protected void OpenTacticalRigCells(ItemList itemCL, GameObject rootTacticalRigSpawn, GameObject tacticalRigSpawn, GameObject rootTacticalRig) - { - if (!GetBackpackInfo().isActiveTacticalRig) - return; - - GetBackpackInfo().vspTacticalRig.GetComponentInChildren().CL.insertCL = new ItemList[MAX_TACTICAL_RIG_CELLS]; - - // Looking for all the icons in the tactical rig slot and deleting them - Component[] p = rootTacticalRigSpawn.GetComponentsInChildren(typeof(DragHandler), true); - if (p != null) - { - int i = 0; - foreach (DragHandler n in p) - { - GetBackpackInfo().vspTacticalRig.GetComponentInChildren().CL.insertCL[i] = n.GetComponentInChildren().CL; - Destroy(n.gameObject); - i++; - } - } - - // Free all slots - for (int i = 0; i < MAX_TACTICAL_RIG_CELLS; i++) - { - GetBackpackInfo().closeIndicesTacticalRigAndPockets[i] = 0; - if (GetBackpackInfo().cellSlotsTacticalRigAndPockets[i]) - GetBackpackInfo().cellSlotsTacticalRigAndPockets[i].GetComponent().raycastTarget = true; - } - - // Then we find all attachments and attach them to the unloading - itemCL = GetBackpackInfo().vspTacticalRig.GetComponentInChildren().CL; - itemCL.isPutOn = false; - - tacticalRigSpawn.GetComponent().enabled = false; - rootTacticalRig.SetActive(false); - - GetUpdateAssistent().UpdateIconTextForTacPoc(); - ResetBackpackItems(itemCL); - } - - protected void OpenPocketsCells(ItemList itemCL, GameObject rootPockets, GameObject pocketsSpawn) - { - if (!GetBackpackInfo().isActivePockets) - return; - - GetBackpackInfo().vspPockets.GetComponentInChildren().CL.insertCL = new ItemList[MAX_POCKETS_CELLS]; - - Component[] p = rootPockets.GetComponentsInChildren(typeof(DragHandler), true); - if (p != null) - { - int i = 0; - foreach (DragHandler n in p) - { - GetBackpackInfo().vspPockets.GetComponentInChildren().CL.insertCL[i] = n.GetComponentInChildren().CL; - Destroy(n.gameObject); - i++; - } - } - - // Then we find all attachments and attach them to the unloading - itemCL = GetBackpackInfo().vspPockets.GetComponentInChildren().CL; - itemCL.isPutOn = false; - - pocketsSpawn.GetComponent().enabled = false; - rootPockets.SetActive(false); - - GetUpdateAssistent().UpdateIconTextForTacPoc(); - ResetBackpackItems(itemCL); - } - - protected void OpenBackpackCells(ItemList itemCL, RectTransform contentScrollView, GameObject backpackSpawn, GameObject rootIconSpawnAttachments, RectTransform contentBackpack, GameObject rootBackpackSlot) - { - if (!GetBackpackInfo().isActiveBackpack) - return; - - if (contentScrollView) - contentScrollView.sizeDelta = new Vector2(contentScrollView.sizeDelta.x, GetBackpackInfo().isEnemyBackpack ? (750f + 600f) : 500f); - backpackSpawn.GetComponent().enabled = false; - - GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.insertCL = new ItemList[itemCL.GetMasSizeBackpack()]; - GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.startPositionInBackpack = new Vector2[itemCL.GetMasSizeBackpack()]; - - Component[] p = rootIconSpawnAttachments.GetComponentsInChildren(typeof(DragHandler), true); - if (p != null) - { - int i = 0; - foreach (DragHandler n in p) - { - if (i >= GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.insertCL.Length) - break; - GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.insertCL[i] = n.GetComponentInChildren().CL; - GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.startPositionInBackpack[i] = n.transform.localPosition; - if (n.GetComponentInChildren().CL.IsRenderItem()) - GetBackpackInfo().vspBackpack.GetComponentInChildren().CL.insertCL[i].renderItemMat = n.GetComponentInChildren().Icon.material; - Destroy(n.gameObject); - i++; - } - } - - // Then we find all attachments and attach them to the unloading - itemCL = GetBackpackInfo().vspBackpack.GetComponentInChildren().CL; - itemCL.isPutOn = false; - - // Destroy background and empty icons - if (!BackpackSystem.instance.RE4_IsActive()) - contentBackpack.GetComponent().enabled = false; - - rootBackpackSlot.SetActive(false); - Destroy(GetBackpackInfo().iconGrid); - for (int i = 0; i < GetBackpackInfo().cellSlotsBackpack.GetLength(0); i++) - for (int j = 0; j < GetBackpackInfo().cellSlotsBackpack.GetLength(1); j++) - Destroy(GetBackpackInfo().cellSlotsBackpack[i, j]); - - GetUpdateAssistent().UpdateIconTextBackpack(); - ResetBackpackItems(itemCL); - } - - #endregion - - #region Close - - protected void CloseReserveIndexBackpack(Vector2 idSlotBackpack, Vector2 indexPos60x60, int[,] reservIndicesCloseBackTrunk) - { - for (int k = (int)idSlotBackpack.x; k < (int)idSlotBackpack.x + (int)indexPos60x60.y; k++) - for (int l = (int)idSlotBackpack.y; l < (int)idSlotBackpack.y + (int)indexPos60x60.x; l++) - reservIndicesCloseBackTrunk[k, l] = 1; - } - - #endregion - - #endregion - - #region PRIVATE - - private void ResetBackpackItems(ItemList itemCL) - { - Component[] p = InventoryBase.instance.RootSpawnItemsAttach.GetComponentsInChildren(typeof(AttachIdentity), true); - if (p != null) - { - foreach (AttachIdentity n in p) - { - for (int i = 0; i < itemCL.insertCL.Length; i++) - { - if (itemCL.insertCL[i] == null) - break; - if (n.name == itemCL.insertCL[i].id.ToString()) - { - itemCL.insertCL[i].itemModding = n.gameObject; - itemCL.insertCL[i].SetItemModdingParameters(false, InventoryBase.instance.RootAttachNotVisible.transform); - break; - } - } - } - } - } - - #endregion - - [SerializeField] - public class BackpackInfo - { - public int[] closeIndicesTacticalRigAndPockets; - public GameObject[] cellSlotsTacticalRigAndPockets; - - public Vector2[,] cellPositionsInBackpack; - - public int[,] closeIndicesBackpack; - public GameObject[,] cellSlotsBackpack; - - public int rowsBackpack; - public int columnsBackpack; - - public GameObject vspBackpack; - public GameObject vspTacticalRig; - public GameObject vspPockets; - - public GameObject iconGrid; - - public bool isActiveTacticalRig; - public bool isActivePockets; - public bool isActiveBackpack; - - public bool isStash; - public bool isStore; - public bool isEnemyBackpack; - - public GameObject middleClickReference; - public bool isActiveMiddleClick; - - public void Reset() - { - ResetPocketsSlot(); - ResetTacticalRigSlot(); - ResetBackpackSlot(); - ResetMiddleClick(); - rowsBackpack = 0; - columnsBackpack = 0; - } - - public void ResetTacticalRigSlot() - { - vspTacticalRig = null; - isActiveTacticalRig = false; - } - - public void ResetPocketsSlot() - { - vspPockets = null; - isActivePockets = false; - } - - public void ResetBackpackSlot() - { - vspBackpack = null; - isActiveBackpack = false; - } - - public void ResetMiddleClick() - { - isActiveMiddleClick = false; - if(middleClickReference) - Destroy(middleClickReference); - } - - - public void SetTacticalRigSlot(GameObject vspTacticalRig, bool isActiveTacticalRig) - { - this.vspTacticalRig = vspTacticalRig; - this.isActiveTacticalRig = isActiveTacticalRig; - } - - public void SetPocketsSlot(GameObject vspPockets, bool isActivePockets) - { - this.vspPockets = vspPockets; - this.isActivePockets = isActivePockets; - } - - public void SetBackpackSlot(GameObject vspBackpack, bool isActiveBackpack) - { - this.vspBackpack = vspBackpack; - this.isActiveBackpack = isActiveBackpack; - } - - public void SetMiddleClick(GameObject middleClickReference, bool isActiveMiddleClick) - { - this.middleClickReference = middleClickReference; - this.isActiveMiddleClick = isActiveMiddleClick; - } - - - public void InitTacticalRigAndPocketsCells() - { - if (closeIndicesTacticalRigAndPockets != null) - closeIndicesTacticalRigAndPockets = null; - closeIndicesTacticalRigAndPockets = new int[MAX_AMOUNT_SLOTS]; - - for (int i = 0; i < MAX_AMOUNT_SLOTS; i++) - closeIndicesTacticalRigAndPockets[i] = 0; - - if (cellSlotsTacticalRigAndPockets != null) - cellSlotsTacticalRigAndPockets = null; - cellSlotsTacticalRigAndPockets = new GameObject[MAX_AMOUNT_SLOTS]; - } - - public int GetCloseIndexBackpack(int i, int j) - { - return closeIndicesBackpack[i, j]; - } - - public Vector2 GetCellPositionInBackpack(int i, int j) - { - return cellPositionsInBackpack[i, j]; - } - - public int GetCloseIndexTacticalRigOrPockets(int i) - { - return closeIndicesTacticalRigAndPockets[i]; - } - - public void SetCloseIndexBackpack(int i, int j, int value) - { - closeIndicesBackpack[i, j] = value; - } - - public void SetCloseIndexTacticalRigOrPockets(int i, int value) - { - closeIndicesTacticalRigAndPockets[i] = value; - } - - public void SetCellSlotTacticalRigOrPockets(int i, GameObject value) - { - cellSlotsTacticalRigAndPockets[i] = value; - } - - public GameObject GetCellSlotBackpack(int i, int j) - { - return cellSlotsBackpack[i, j]; - } - - public GameObject GetCellSlotTacticalRigOrPockets(int i) - { - return cellSlotsTacticalRigAndPockets[i]; - } - - public int GetCellSlotTacticalRigAndPocketsLenght() - { - return cellSlotsTacticalRigAndPockets.Length; - } - - public int GetCellSlotBackpackLongLenght(int i) - { - if (i < 0 || i > 1 || closeIndicesBackpack == null) - return 0; - - return (int)closeIndicesBackpack.GetLongLength(i); - } - - public int GetCloseIndicesTacticalRigAndPocketsLenght() - { - return closeIndicesTacticalRigAndPockets.Length; - } - - public void SetRows(int value) - { - rowsBackpack = value; - } - - public void SetColumns(int value) - { - columnsBackpack = value; - } - - public Transform GetTransformCellSlotInBackpack(int x, int y) - { - return cellSlotsBackpack[x, y].transform; - } - - - public bool IsHaveFreeSlotBackpack(Vector2 originalIndexPos60x60, ItemList cl = null) - { - if (isActiveBackpack || isStash || isStore) - { - if (isStash && closeIndicesBackpack == null) - StashSystem.instance.CreateStashCells(); - else if (isStore && closeIndicesBackpack == null) - StoreBase.instance.CreateStoreCells(); - - int iterations = 1; - bool itWasRotated = false; - Vector2 indexPos60x60 = originalIndexPos60x60; - - if (cl != null && !cl.isLockRotate) - iterations = 2; - - for (int m = 0; m < iterations; m++) - { - for (int i = 0; i < rowsBackpack; i++) - { - for (int j = 0; j < columnsBackpack; j++) - { - if (closeIndicesBackpack[i, j] == 0) // If the index is free - { - if ((i + (int)indexPos60x60.y - 1) > (rowsBackpack - 1) || (j + (int)indexPos60x60.x - 1) > (columnsBackpack - 1)) // We check beforehand, but will we not go beyond the borders of the region - continue; - - int freeCells = 0; - // Check adjacent cells of the size IndexPos60x60 - for (int k = i; k < i + (int)indexPos60x60.y; k++) - { - for (int l = j; l < j + (int)indexPos60x60.x; l++) - { - if (closeIndicesBackpack[k, l] == 0) - freeCells++; - else - break; // no place - - if (freeCells == (int)(indexPos60x60.x * indexPos60x60.y)) - { - if (iterations > 1 && cl != null && itWasRotated) - cl.itWasRotated = true; - return true; - } - } - } - } - } - } - - // Теперь повернем иконку (а лучше размер) - if (cl != null && iterations > 1) - { - int y = (int)indexPos60x60.y; - indexPos60x60.y = indexPos60x60.x; - indexPos60x60.x = y; - itWasRotated = true; - } - } - } - - return false; - } - - public int IsHaveFreeSlotBackpackMassive(Vector2 originalIndexPos60x60, int amountItems, ItemList cl) - { - int count = 0; - if (isActiveBackpack && BackpackSystem.instance || isStash || isStore) - { - if (isStash && closeIndicesBackpack == null) - StashSystem.instance.CreateStashCells(); - else if (isStore && closeIndicesBackpack == null) - StoreBase.instance.CreateStoreCells(); - - bool isFoundPlace; - int[,] reserveIndicesBackpack = new int[closeIndicesBackpack.GetLongLength(0), closeIndicesBackpack.GetLongLength(1)]; - - // we can not do this directly (ReservIndexCloseBackpack = IndexCloseBackpack) - // because the massive IndexCloseBackpack will alse change - for (int r1 = 0; r1 < closeIndicesBackpack.GetLongLength(0); r1++) - for (int r2 = 0; r2 < closeIndicesBackpack.GetLongLength(1); r2++) - reserveIndicesBackpack[r1, r2] = closeIndicesBackpack[r1, r2]; - - for (int c = 0; c < amountItems; c++) - { - int iterations = 1; - Vector2 indexPos60x60 = originalIndexPos60x60; - if (cl != null && !cl.isLockRotate) - iterations = 2; - - for (int m = 0; m < iterations; m++) - { - isFoundPlace = false; - for (int i = 0; i < rowsBackpack; i++) - { - if (isFoundPlace) - break; - for (int j = 0; j < columnsBackpack; j++) - { - if (reserveIndicesBackpack[i, j] == 0) // If the index is free - { - if (isFoundPlace) - break; - - if ((i + (int)indexPos60x60.y - 1) > (rowsBackpack - 1) || (j + (int)indexPos60x60.x - 1) > (columnsBackpack - 1)) // We check beforehand, but will we not go beyond the borders of the region - continue; - - int freeCells = 0; - bool isContinueIteration = false; - - // Check adjacent cells of the size IndexPos60x60 - for (int k = i; k < i + (int)indexPos60x60.y; k++) - { - if (isContinueIteration) - break; - for (int l = j; l < j + (int)indexPos60x60.x; l++) - { - if (reserveIndicesBackpack[k, l] == 0) - freeCells++; - else - isContinueIteration = true; // no place - - if (freeCells == (int)(indexPos60x60.x * indexPos60x60.y)) - { - //if (iterations > 1 && cl != null && itWasRotated) - // cl.itWasRotated = true; - BackpackSystem.instance.CloseReserveIndexBackpack(new Vector2(i, j), indexPos60x60, reserveIndicesBackpack); - count++; - isFoundPlace = true; - } - } - } - } - } - } - - // Теперь повернем иконку (а лучше размер) - if (cl != null && iterations > 1) - { - int y = (int)indexPos60x60.y; - indexPos60x60.y = indexPos60x60.x; - indexPos60x60.x = y; - } - } - } - } - - return count; - } - - public int IsHaveFreeSlotInTacticalRigOrPockets(ItemList.SizeIconInventory itemSize) - { - if (IsHaveFreeSlotInTacticalRig(itemSize)) - return 1; - - if (IsHaveFreeSlotInPockets(itemSize)) - return 2; - - return -1; - } - - public bool IsHaveFreeSlotInTacticalRig(ItemList.SizeIconInventory itemSize) - { - if (isActiveTacticalRig && BackpackSystem.instance && BackpackSystem.instance && BackpackSystem.instance.CheckAvailableTacticalRigItemSizes(itemSize)) - { - BackpackSystem.instance.CalculateCircleStep(vspTacticalRig.GetComponentInChildren().CL.typeTRStyle, out int amountSlots, out int step); - - for (int i = 0; i < amountSlots; i += step) - { - if (BackpackSystem.instance.IsItemDropedOnUndesirebleSlotInTacticalRig(vspTacticalRig.GetComponentInChildren().CL.typeTRStyle, i, itemSize)) - continue; - - if (closeIndicesTacticalRigAndPockets[i] == 0) - { - if (itemSize == ItemList.SizeIconInventory.Size1x1) - { - return true; - } - else - { - // Check the adjacent cell size - if (closeIndicesTacticalRigAndPockets[i + 1] == 0 && (i + 1) != amountSlots) - return true; - } - } - else - { - // For Size 1x1, we also need to check the bottom cell, suddenly there is free - if (itemSize == ItemList.SizeIconInventory.Size1x1 && closeIndicesTacticalRigAndPockets[i + 1] == 0 && (i + 1) != amountSlots) - return true; - } - } - } - - return false; - } - - public bool IsHaveFreeSlotInPockets(ItemList.SizeIconInventory itemSize) - { - if (isActivePockets && BackpackSystem.instance && BackpackSystem.instance.CheckAvailablePocketsItemSizes(itemSize)) - { - for (int i = MAX_POCKETS_CELLS; i < MAX_POCKETS_CELLS + vspPockets.GetComponentInChildren().CL.pocketSlots; i++) - { - if (closeIndicesTacticalRigAndPockets[i] == 0) - return true; - } - } - - return false; - } - - public int GetFreeSlotTacticRigPockets(ItemList.SizeIconInventory itemSize) - { - if (isActiveTacticalRig && vspTacticalRig && BackpackSystem.instance.CheckAvailableTacticalRigItemSizes(itemSize)) - { - BackpackSystem.instance.CalculateCircleStep(vspTacticalRig.GetComponentInChildren().CL.typeTRStyle, out int amountSlots, out int step); - - for (int i = 0; i < amountSlots; i += step) - { - if (BackpackSystem.instance.IsItemDropedOnUndesirebleSlotInTacticalRig(vspTacticalRig.GetComponentInChildren().CL.typeTRStyle, i, itemSize)) - continue; - - if (closeIndicesTacticalRigAndPockets[i] == 0) - { - if (itemSize == ItemList.SizeIconInventory.Size1x1) - return i; - else - { - if (closeIndicesTacticalRigAndPockets[i + 1] == 0 && (i + 1) != amountSlots) // Check the adjacent cell size - { - if(vspTacticalRig.GetComponentInChildren().CL.typeTRStyle == ClassList.TypesOfTRStyles.TYPE04 && (i == 2 || i == 4 || i == 6)) - continue; - else - return (i + 1); - } - } - } - else - { - // For Size 1x1, we also need to check the bottom cell - if (itemSize == ItemList.SizeIconInventory.Size1x1 && closeIndicesTacticalRigAndPockets[i + 1] == 0 && (i + 1) != amountSlots) - return (i + 1); - } - } - } - - if (isActivePockets && vspPockets && BackpackSystem.instance.CheckAvailablePocketsItemSizes(itemSize)) - { - for (int i = MAX_TACTICAL_RIG_CELLS; i < MAX_TACTICAL_RIG_CELLS + vspPockets.GetComponentInChildren().CL.pocketSlots; i++) - { - if (closeIndicesTacticalRigAndPockets[i] == 0) - return i; - } - } - - return -1; - } - - public int[] GetFreeSlotsInBackpack(Vector2 itemIndexPos60x60, ItemList itemCL) - { - if (isActiveBackpack || isStash || isStore) - { - bool isItemWasRotated = false; - Vector2 indexPos60x60 = itemIndexPos60x60; - int amountIterations = (itemCL != null && !itemCL.isLockRotate) ? 2 : 1; - - for (int m = 0; m < amountIterations; m++) - { - for (int i = 0; i < rowsBackpack; i++) - { - for (int j = 0; j < columnsBackpack; j++) - { - if (closeIndicesBackpack[i, j] == 0) // If the index is free - { - if ((i + (int)indexPos60x60.y - 1) > (rowsBackpack - 1) || (j + (int)indexPos60x60.x - 1) > (columnsBackpack - 1)) // We check beforehand, but will we not go beyond the borders of the region - continue; - - int freeCells = 0; - // Check adjacent cells of the size IndexPos60x60 - for (int k = i; k < i + (int)indexPos60x60.y; k++) - { - for (int l = j; l < j + (int)indexPos60x60.x; l++) - { - if (closeIndicesBackpack[k, l] == 0) - freeCells++; - else - break; // no place - - if (freeCells == (int)(indexPos60x60.x * indexPos60x60.y)) - { - int[] idSlotBackpack = new int[2]; - idSlotBackpack[0] = i; // x - idSlotBackpack[1] = j; - - if (amountIterations > 1 && itemCL != null && isItemWasRotated) - { - itemCL.itWasRotated = true; - itemCL.tagSize = itemCL.GetReverseCurrentSizeTag(); - itemCL.indexPos60x60 = itemCL.GetIndexPos60x60(); - } - - return idSlotBackpack; - } - } - } - } - } - } - - if (itemCL != null) - { - // Теперь повернем иконку (а лучше размер) - if (amountIterations > 1) - { - int y = (int)indexPos60x60.y; - indexPos60x60.y = indexPos60x60.x; - indexPos60x60.x = y; - isItemWasRotated = true; - } - } - } - } - - return null; - } - - public bool CheckFreeSpaceInTacticalRigOrPockets(ItemList cl, out int idSlot) - { - ItemList.SizeIconInventory tagSize = cl.tagSize; - if (cl.tagSize == ItemList.SizeIconInventory.Size2x1) - tagSize = cl.GetReverseCurrentSizeTag(); - - bool flag = false; - idSlot = GetFreeSlotTacticRigPockets(cl.tagSize); - if (idSlot != -1) - flag = true; - - if (idSlot > cellSlotsTacticalRigAndPockets.Length && cellSlotsTacticalRigAndPockets[idSlot] == null) - return false; - - return flag; - } - - public int IsHaveFreeSlotTacticRigPocketsMassive(ItemList.SizeIconInventory itemSize, int amountItems) - { - if (!BackpackSystem.instance) - return -1; - - int[] reserveIndicesTacPoc = new int[closeIndicesTacticalRigAndPockets.Length]; - int freeCells = 0; - - if (isActiveTacticalRig) - { - // we can not do this directly - // because the massive IndexClose will alse change - for (int r = 0; r < closeIndicesTacticalRigAndPockets.Length; r++) - reserveIndicesTacPoc[r] = closeIndicesTacticalRigAndPockets[r]; - - BackpackSystem.instance.CalculateCircleStep(vspTacticalRig.GetComponentInChildren().CL.typeTRStyle, out int amountSlots, out int step); - - for (int c = 0; c < amountItems; c++) - { - bool isContinueIteration = false; - - for (int i = 0; i < amountSlots; i += step) - { - if (isContinueIteration) - break; - - if (BackpackSystem.instance.IsItemDropedOnUndesirebleSlotInTacticalRig(vspTacticalRig.GetComponentInChildren().CL.typeTRStyle, i, itemSize)) - continue; - - if (reserveIndicesTacPoc[i] == 0) - { - if (itemSize == ItemList.SizeIconInventory.Size1x1) - { - reserveIndicesTacPoc[i] = 1; - isContinueIteration = true; - freeCells++; - } - else - { - // Check adjacent cell size - if (reserveIndicesTacPoc[i + 1] == 0) - { - reserveIndicesTacPoc[i] = 1; - reserveIndicesTacPoc[i + 1] = 1; - isContinueIteration = true; - freeCells++; - } - } - } - else if (reserveIndicesTacPoc[i + 1] == 0) - { - // For Size 1x1, you also need to check the bottom cell, suddenly there is free - if (itemSize == ItemList.SizeIconInventory.Size1x1) - { - reserveIndicesTacPoc[i + 1] = 1; - isContinueIteration = true; - freeCells++; - } - } - } - } - } - - if (freeCells == amountItems) - return freeCells; - - if (isActivePockets) - { - int remainingItems = amountItems - freeCells; - - for (int c = 0; c < remainingItems; c++) - { - if (freeCells == amountItems) - return freeCells; - - bool isContinueIteration = false; - - for (int i = 10; i < reserveIndicesTacPoc.Length; i++) - { - if (isContinueIteration) - break; - - if (itemSize == ItemList.SizeIconInventory.Size1x2) - { - continue; - } - else if (reserveIndicesTacPoc[i] == 0) - { - if (itemSize == ItemList.SizeIconInventory.Size1x1) - { - reserveIndicesTacPoc[i] = 1; - isContinueIteration = true; - freeCells++; - } - } - else if (reserveIndicesTacPoc[i + 1] == 0) - { - if (itemSize == ItemList.SizeIconInventory.Size1x1) - { - reserveIndicesTacPoc[i + 1] = 1; - isContinueIteration = true; - freeCells++; - } - } - } - } - } - - return freeCells; - } - } - - [SerializeField] - public class UpdateAssistent - { - BackpackBase backpack; - public UpdateAssistent(BackpackBase backpack) - { - this.backpack = backpack; - } - - public void UpdateIconTextForTacPoc() - { - for (int i = 0; i < MAX_TACTICAL_RIG_CELLS; i++) // Tactical Rig - { - if (backpack.GetBackpackInfo().GetCellSlotTacticalRigOrPockets(i) == null) - continue; - - if (InventoryBase.instance.DEBUG_MODE) - backpack.GetBackpackInfo().GetCellSlotTacticalRigOrPockets(i).GetComponentInChildren().text = backpack.GetBackpackInfo().GetCloseIndexTacticalRigOrPockets(i).ToString(); - else - backpack.GetBackpackInfo().GetCellSlotTacticalRigOrPockets(i).GetComponentInChildren().text = " "; - } - - for (int i = MAX_TACTICAL_RIG_CELLS; i < backpack.GetBackpackInfo().GetCellSlotTacticalRigAndPocketsLenght(); i++) // Pockets - { - if (backpack.GetBackpackInfo().GetCellSlotTacticalRigOrPockets(i) == null) - continue; - - if (InventoryBase.instance.DEBUG_MODE) - backpack.GetBackpackInfo().GetCellSlotTacticalRigOrPockets(i).GetComponentInChildren().text = backpack.GetBackpackInfo().GetCloseIndexTacticalRigOrPockets(i).ToString(); - else - backpack.GetBackpackInfo().GetCellSlotTacticalRigOrPockets(i).GetComponentInChildren().text = " "; - } - } - - public void UpdateIconTextBackpack() - { - for (int i = 0; i < backpack.GetBackpackInfo().rowsBackpack; i++) - { - for (int j = 0; j < backpack.GetBackpackInfo().columnsBackpack; j++) - { - if (backpack.GetBackpackInfo().GetCellSlotBackpack(i, j) == null) - continue; - - if (InventoryBase.instance.DEBUG_MODE) - backpack.GetBackpackInfo().GetCellSlotBackpack(i, j).GetComponentInChildren().text = backpack.GetBackpackInfo().GetCloseIndexBackpack(i, j).ToString(); - else - backpack.GetBackpackInfo().GetCellSlotBackpack(i, j).GetComponentInChildren().text = " "; - } - } - } - } - } -} diff --git a/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/BackpackBase.cs.meta b/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/BackpackBase.cs.meta deleted file mode 100644 index 1941472f..00000000 --- a/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/BackpackBase.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 8105e6df1acc34645a2cdca0e9ecd3ff -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/BackpackSystem.cs b/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/BackpackSystem.cs deleted file mode 100644 index 6f9ff8e5..00000000 --- a/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/BackpackSystem.cs +++ /dev/null @@ -1,1976 +0,0 @@ -//********************************************************// -// // -// Copyright © All rights reserved. MyNameIsVoo. 2020. // -// // -// COPYING FORBIDEN // -// // -//********************************************************// - -using System.Collections; -using UnityEngine; -using UnityEngine.UI; - -using ItemsClassList; -using ICWM.Loot; -using ICWM.DragAndDrop; -using ICWM.Enemy; -using ICWM.IconSystem; -using ICWM.RenderSystem; -using ICWM.SaveSystem; -using ICWM.StoreSystem; -using ICWM.WeaponSystem; -using ICWM.WindowSystem; - -namespace ICWM -{ - public class BackpackSystem : BackpackBase - { - #region Attributes - - public enum BackpackWindowMode - { - STATIC, - DYNAMIC, - } - - #region RE4 - - [ToolTipAttribute.Tooltip("Flag indicates that a RE4 Voo Style inventory is used.")] - [SerializeField] private bool RE4_isActive = false; - [ToolTipAttribute.Tooltip("Flag indicates that a RE4 Original Style inventory is used.")] - [SerializeField] private bool RE4O_isActive = false; - - // - // RE4 Original - // - - [ToolTipAttribute.Tooltip("Player area (with slots) and player model. In the right-side of the inventory.")] - [SerializeField] private GameObject[] RE4_playerContentIcons = new GameObject[2]; - - [ToolTipAttribute.Tooltip("Buttons to switch between areas of the player area.")] - [SerializeField] private Image[] RE4_playerButtonIcons = new Image[2]; - - // - // RE4 - // - - [ToolTipAttribute.Tooltip("Buttons for switching (switching between) active inventory (areas).")] - [SerializeField] private GameObject[] RE4_backpackGearIcons = new GameObject[3]; - - [ToolTipAttribute.Tooltip("References to buttons that opens an additional window with slots.")] - public GameObject[] RE4_spaceButtons = new GameObject[1]; - - [ToolTipAttribute.Tooltip("Reference to the text to which the name of the item will be transmitted.")] - [SerializeField] private Text RE4_itemNameDisplayText; - - [ToolTipAttribute.Tooltip("Place where the backpack windows will spawn.")] - [SerializeField] private Transform RE4_rootWinfowsSpawn; - - [ToolTipAttribute.Tooltip("Place where the slots of the backpack are located. Tactical rig, pockets.")] - [SerializeField] private Transform RE4_rootPlacingBackpackGears; - - [ToolTipAttribute.Tooltip("Reference to the backpack window (area). It will create slots (backpack, tactical rig, pockets) when we click on the icons (active, which is in the slots).")] - [SerializeField] private GameObject RE4_backpackInspectWindowPrefab; - [ToolTipAttribute.Tooltip("Reference to the backpack window (area). It will create slots (backpack, tactical rig, pockets) when we click on the icons (active, which is in the slots).")] - [SerializeField] private GameObject RE4_backpackInspectActiveWindowPrefab; - [ToolTipAttribute.Tooltip("Reference to the backpack window (area). It will create slots (backpack, tactical rig, pockets) when we click on the icons (active, which is in the slots).")] - [SerializeField] private GameObject RE4_tacticalRigPocketsInspectActiveWindowPrefab; - - [ToolTipAttribute.Tooltip("The area where the player's model will appear (render to texture).")] - [SerializeField] private GameObject RE4_rootPlayerInspectSpawn; // The area where the image will be rendered - - [ToolTipAttribute.Tooltip("To work with the Store window. We will transfer this gameObject and thereby rebuild the inventory window under the Store mode.")] - [SerializeField] private Transform RE4_rootStashCells; - - [ToolTipAttribute.Tooltip("Background in the inventory with the inscription NONE.")] - [SerializeField] private GameObject RE4_panelNONE; - - #endregion - - [ToolTipAttribute.Tooltip("Color equipped icons.")] - [SerializeField] private Color equippedItemIconColor; - [ToolTipAttribute.Tooltip("If true, it prohibits dropping a full Backpack to another Backpack.")] - [SerializeField] private bool allowOnlyOneBackpackInBackpack; - [ToolTipAttribute.Tooltip("Mode for working with open Backpack. Static - only available to view the contents of the Backpack. Dynamics - all actions that inventory allows are available.")] - [SerializeField] private BackpackWindowMode backpackWindowMode = BackpackWindowMode.STATIC; - [ToolTipAttribute.Tooltip("How many windows can be open at the same time? When we open a new window, the first window closes.")] - [SerializeField] private int amountOpenedWindows = 1; - - [ToolTipAttribute.Tooltip("Reference to the root of the Backpack.")] - public GameObject rootBackpack; - - [ToolTipAttribute.Tooltip("Reference to the root of the Tactical rig.")] - public GameObject styleTacticalRig; - [ToolTipAttribute.Tooltip("Reference to the root of the Tactical rig.")] - public GameObject rootTacticalRigSpawn; - [ToolTipAttribute.Tooltip("Reference to the root of the Pockets.")] - public GameObject rootIconItemsPocketsSpawn; - [ToolTipAttribute.Tooltip("Reference to the root of the Tactical rig.")] - public GameObject rootPockets; - [ToolTipAttribute.Tooltip("Reference to the place in the Backpack where the icons will spawn.")] - public GameObject rootIconItemsBackpackSpawn; - [ToolTipAttribute.Tooltip("To adjust the size of the Backpack.")] - public RectTransform rootBackpackCells; - - - [ToolTipAttribute.Tooltip("To adjust the size of the Backpack.")] - [SerializeField] private RectTransform rootScrollViewContent; // To reset the position to 0 - [ToolTipAttribute.Tooltip("To adjust the size of the Backpack.")] - [SerializeField] private RectTransform rootBackpackContentViewport; - - [ToolTipAttribute.Tooltip("Place where the Tactical rig icon will spawn.")] - [SerializeField] private GameObject rootTacticalRigSlotSpawn; - [ToolTipAttribute.Tooltip("Place where the Pockets icon will spawn.")] - [SerializeField] private GameObject rootPocketsSlotSpawn; - [ToolTipAttribute.Tooltip("Place where the Backpack icon will spawn.")] - [SerializeField] private GameObject rooBackpackSlotSpawn; - - [ToolTipAttribute.Tooltip("Reference to the place where the slots and grid will spawn.")] - [SerializeField] private GameObject rootBackpackCellSpawn; - - [ToolTipAttribute.Tooltip("Reference to the place of drop of items. When dragging an item to this area, the item will drop from the inventory.")] - [SerializeField] private GameObject rootDropArea; - - [ToolTipAttribute.Tooltip("Prefab window.")] - [SerializeField] private GameObject backpackWindowPrefab; - [ToolTipAttribute.Tooltip("Prefab window.")] - [SerializeField] private GameObject tacticalRigWindowPrefab; - [ToolTipAttribute.Tooltip("Prefab window.")] - [SerializeField] private GameObject pocketsWindowPrefab; - - [ToolTipAttribute.Tooltip("Prefab slot.")] - [SerializeField] private GameObject cellPrefab; - [ToolTipAttribute.Tooltip("Prefab icons for items.")] - [SerializeField] private GameObject itemIconPrefab; - [ToolTipAttribute.Tooltip("Prefab of single cell for inventory.")] - [SerializeField] private GameObject singleCellPrefab; - [ToolTipAttribute.Tooltip("Prefabs (styles) Tactical rig.")] - [SerializeField] private GameObject[] stylesOfTacticalRigPrefab; - [ToolTipAttribute.Tooltip("Prefabs with grids for inventory.")] - [SerializeField] private GameObject[] backpackGridPrefab = new GameObject[7]; - - // - // - // - - [HideInInspector] public bool isOpenBackpackWindow = false; - [HideInInspector] public bool isUpdateDropArea; - [HideInInspector] public bool[] isActiveButtonRE4 = new bool[3]; - - [HideInInspector] public GameObject m_vspBackpackWindow; // Ссылка на АКТИВНОЕ окно рюкзака (на кого навели мышью) - - private int amountCreatedWindows = 0; - private int curentActiveWindow = 0; - private GameObject[] vspOpenedWindows = new GameObject[1]; // Все открыте окна - - private BackpackInfo backpackInfo; - private UpdateAssistent updateAssistent; - - public static BackpackSystem instance; - - #endregion - - private void Start() - { - instance = this; - updateAssistent = new UpdateAssistent(instance); - backpackInfo = new BackpackInfo(); - backpackInfo.InitTacticalRigAndPocketsCells(); - backpackInfo.Reset(); - - if (rootScrollViewContent) - rootScrollViewContent.localPosition = Vector3.zero; - rootIconItemsBackpackSpawn.transform.localPosition = Vector3.zero; - - FindSlots(rootBackpack); - - if (amountOpenedWindows > 0) - vspOpenedWindows = new GameObject[amountOpenedWindows]; - else - vspOpenedWindows = new GameObject[1]; - - if (RE4_IsActive() || RE4O_IsActive()) - { - rootTacticalRigSpawn.SetActive(false); - rootPockets.SetActive(false); - rootIconItemsBackpackSpawn.GetComponent().anchoredPosition = Vector3.zero; - } - - rootBackpackCellSpawn.SetActive(false); - if (!RE4_isActive) - rootBackpackCells.GetComponent().enabled = false; // Deactivate border image - } - - private void Update() - { - // - // Loading items into a backpack - // Note: we need to transfer this code to the boot screen section, before the start of the game! - // - if (InventoryBase.instance.isUpdateStat && !InventoryBase.instance.DeleteAllSavedFiles) - LoadSlotsByStart(); - - if (InventoryBase.instance.isActive) - { - if (!backpackInfo.isActiveTacticalRig) - rootTacticalRigSlotSpawn.GetComponent().enabled = true; - else - rootTacticalRigSlotSpawn.GetComponent().enabled = false; - - if (!backpackInfo.isActivePockets) - rootPocketsSlotSpawn.GetComponent().enabled = true; - else - rootPocketsSlotSpawn.GetComponent().enabled = false; - - if (!backpackInfo.isActiveBackpack) - rooBackpackSlotSpawn.GetComponent().enabled = true; - else - rooBackpackSlotSpawn.GetComponent().enabled = false; - } - - if(!isUpdateDropArea && InventoryBase.instance.isActive) // Обновление только токгда, когда активен инвентарь - StartCoroutine(UpdateDropArea()); - } - - #region OVERRIDE - - public override void CloseIndicesTacticalRigPockets(ItemList cl, bool isUpdateText = true) - { - ChangeStateOfCellIndicesTacticalRigOrPockets(cl, 1, false, isUpdateText); - } - - public override BackpackInfo GetBackpackInfo() - { - return backpackInfo; - } - - public override UpdateAssistent GetUpdateAssistent() - { - return updateAssistent; - } - - #endregion - - #region PUBLIC - - #region Update - - public void UpdateBackpackContent(ItemList cl) - { - if (backpackInfo.isActivePockets && backpackInfo.vspPockets && backpackInfo.vspPockets.GetComponentInChildren().CL.insertCL.Length > 0) - { - for (int i = 0; i < backpackInfo.vspPockets.GetComponentInChildren().CL.insertCL.Length; i++) - { - if (backpackInfo.vspPockets.GetComponentInChildren().CL.insertCL[i] == null) - continue; - if (backpackInfo.vspPockets.GetComponentInChildren().CL.insertCL[i].id == cl.id) - backpackInfo.vspPockets.GetComponentInChildren().CL.insertCL[i] = null; - } - } - - if (backpackInfo.isActiveTacticalRig && backpackInfo.vspTacticalRig && backpackInfo.vspTacticalRig.GetComponentInChildren().CL.insertCL.Length > 0) - { - for (int i = 0; i < backpackInfo.vspTacticalRig.GetComponentInChildren().CL.insertCL.Length; i++) - { - if (backpackInfo.vspTacticalRig.GetComponentInChildren().CL.insertCL[i] == null) - continue; - if (backpackInfo.vspTacticalRig.GetComponentInChildren().CL.insertCL[i].id == cl.id) - backpackInfo.vspTacticalRig.GetComponentInChildren().CL.insertCL[i] = null; - } - } - - if (backpackInfo.isActiveBackpack && backpackInfo.vspBackpack && backpackInfo.vspBackpack.GetComponentInChildren().CL.insertCL.Length > 0) - { - for (int i = 0; i < backpackInfo.vspBackpack.GetComponentInChildren().CL.insertCL.Length; i++) - { - if (backpackInfo.vspBackpack.GetComponentInChildren().CL.insertCL[i] == null) - continue; - if (backpackInfo.vspBackpack.GetComponentInChildren().CL.insertCL[i].id == cl.id) - backpackInfo.vspBackpack.GetComponentInChildren().CL.insertCL[i] = null; - } - } - } - - public bool UpdateIconPositionAfterDropInBackpack(Transform newPos, ItemList itemCL, GameObject vsp, Vector2 startPos, bool isPlayerSlot, bool isIconRotated, bool isBackpackSelect, bool isFromEnemySlots, DragHandler.BackpackItemDragged itemDragged) - { - bool canChangeItemPlace = false; - - Vector2 startPosIndex; - startPosIndex.x = Mathf.Abs((int)(newPos.localPosition.y / CELL_SIZE)); // Find the location of the icon in the form of an index - startPosIndex.y = Mathf.Abs((int)(newPos.localPosition.x / CELL_SIZE)); - - if (IsBackpackAreaContainsPoint(startPosIndex)) - canChangeItemPlace = CanChangeItemPlace(itemCL, startPosIndex); - - if (allowOnlyOneBackpackInBackpack) - canChangeItemPlace = CheckBackpackInsertItem(itemCL); - - // Move the icon to the new position - if (canChangeItemPlace) - { - // If we drag from the slot for the player or the backpack to the inventory, we need to reassign the parent - // and then only set the position - if (isPlayerSlot || itemDragged == DragHandler.BackpackItemDragged.TACTICALRIG_OR_POCKETS || isBackpackSelect || itemDragged == DragHandler.BackpackItemDragged.STASH || itemDragged == DragHandler.BackpackItemDragged.BACKPACK_WINDOW || itemDragged == DragHandler.BackpackItemDragged.TACTICALRIG_OR_POCKETS_WINDOW || itemCL.idSlotBackpack != -1) - { - SetItemParametersAfterLootBoxDrop(itemCL); - - vsp.transform.SetParent(rootIconItemsBackpackSpawn.transform); - itemCL.idSlotBackpack = -1; // We say, now it is not in a backpack - itemCL.newIDSlotBackpack = -1; - if (isBackpackSelect || isPlayerSlot || itemDragged == DragHandler.BackpackItemDragged.TACTICALRIG_OR_POCKETS || itemDragged == DragHandler.BackpackItemDragged.BACKPACK_WINDOW || itemDragged == DragHandler.BackpackItemDragged.TACTICALRIG_OR_POCKETS_WINDOW) - { - // Those. If we throw off into the backpack || tactical rig - // Need to restore the size of the icon - if (itemCL.IsBackpackItemSlot() || itemCL.IsRenderItem() - || itemCL.tagItem == ItemList.TagItems.BODYHEADSET || itemCL.tagItem == ItemList.TagItems.BODYGOGGLES - || itemCL.tagItem == ItemList.TagItems.BODYHELMET || itemCL.tagItem == ItemList.TagItems.BODYARMOR) - { - if (!itemCL.itWasRotated) - { - vsp.GetComponent().sizeDelta = itemCL.indexPos60x60 * CELL_SIZE; - vsp.transform.localScale = Vector3.one; - vsp.GetComponentInChildren().Icon.GetComponent().sizeDelta = itemCL.indexPos60x60 * CELL_SIZE; - } - } - } - } - - // It's hard to understand what I'm doing here - int iconCoordX = GetIconOffsetXCoord(itemCL.tagSize, itemCL.indexPos60x60); - vsp.transform.localPosition = backpackInfo.cellPositionsInBackpack[(int)(startPosIndex.x), (int)(startPosIndex.y - iconCoordX)]; // Rearrange - - if (isIconRotated) - { - itemCL.itWasRotated = itemCL.itWasRotated ? false : true; - - vsp = CreateNewItemIconInBackpack(vsp, vsp.GetComponentInChildren().CL, itemCL.indexPos60x60, backpackInfo.cellPositionsInBackpack[(int)(startPosIndex.x), (int)(startPosIndex.y - iconCoordX)], newPos.localRotation, rootIconItemsBackpackSpawn.transform); - - if (RE4O_isActive && itemCL.isEquip && (itemCL.IsRenderItem() || itemCL.tagItem == ItemList.TagItems.BODYHEADSET || itemCL.tagItem == ItemList.TagItems.BODYGOGGLES || itemCL.tagItem == ItemList.TagItems.BODYHELMET || itemCL.tagItem == ItemList.TagItems.BODYARMOR)) - { - PlayerSystem.instance.UpdateSlotsRE4(vsp, itemCL); - } - } - - if (!isPlayerSlot && itemDragged != DragHandler.BackpackItemDragged.TACTICALRIG_OR_POCKETS && !isBackpackSelect && itemDragged != DragHandler.BackpackItemDragged.STASH && itemDragged != DragHandler.BackpackItemDragged.BACKPACK_WINDOW && itemDragged != DragHandler.BackpackItemDragged.TACTICALRIG_OR_POCKETS_WINDOW) // If it's not a player's slot and not a backpack slot (that is, if we drag out a player's slot into the inventory) - we do not need to reset the old position, it's not just - { - Vector2 indexOpen; - indexOpen.x = Mathf.Round(Mathf.Abs(startPos.y / CELL_SIZE)); - indexOpen.y = Mathf.Round(Mathf.Abs(startPos.x / CELL_SIZE)); - - int indexX = isIconRotated ? (int)itemCL.indexPos60x60.x : (int)itemCL.indexPos60x60.y; - int indexY = isIconRotated ? (int)itemCL.indexPos60x60.y : (int)itemCL.indexPos60x60.x; - - for (int k = (int)indexOpen.x; k < (int)indexOpen.x + indexX; k++) - for (int l = (int)indexOpen.y; l < (int)indexOpen.y + indexY; l++) - backpackInfo.closeIndicesBackpack[k, l] = 0; - - Debug.Break(); - } - - if (isPlayerSlot || itemDragged == DragHandler.BackpackItemDragged.TACTICALRIG_OR_POCKETS || isBackpackSelect || itemDragged == DragHandler.BackpackItemDragged.STASH || itemDragged == DragHandler.BackpackItemDragged.BACKPACK_WINDOW || itemDragged == DragHandler.BackpackItemDragged.TACTICALRIG_OR_POCKETS_WINDOW) - CloseIndicesBackpackByIconPosition(itemCL.indexPos60x60, vsp.transform.localPosition); - - if (isFromEnemySlots) - { - foreach (ItemList item in itemCL.insertCL) // If it has items - we need to transfer its items - { - if (item == null) - break; - - if (item.IsRenderItem()) - item.SetItemModdingParameters(false, InventoryBase.instance.RootSpawnWeaponModding.transform); - if (item.destroyItemDrop) - Destroy(item.destroyItemDrop); - } - } - - if (itemDragged == DragHandler.BackpackItemDragged.BACKPACK_WINDOW || itemDragged == DragHandler.BackpackItemDragged.TACTICALRIG_OR_POCKETS_WINDOW || (itemDragged == DragHandler.BackpackItemDragged.STASH && LootBase.instance.isLootWindowMode)) - { - if (itemCL.IsRenderItem()) - itemCL.SetItemModdingParameters(false, InventoryBase.instance.RootSpawnWeaponModding.transform); - if (itemDragged == DragHandler.BackpackItemDragged.STASH && itemCL.destroyItemDrop) - Destroy(itemCL.destroyItemDrop); - } - } - else // no place - { - if (isIconRotated) - { - int x = (int)itemCL.indexPos60x60.x; - itemCL.indexPos60x60.x = itemCL.indexPos60x60.y; - itemCL.indexPos60x60.y = x; - itemCL.tagSize = itemCL.GetReverseCurrentSizeTag(); // Changes (invert) the tag size - } - else - itemCL.indexPos60x60 = itemCL.GetIndexPos60x60(); - - return false; - } - - return isIconRotated; // If isIconRotated = true - we need to destroy previous icon - } - - public bool UpdateIconPositionAfterDropOnTacticalRigOrPocketsSlot(GameObject originalItem, ItemList itemCL, bool isIconRotated, Transform startParent, bool isPlayerSlot, bool isEnemyBackpack, DragHandler.BackpackItemDragged itemDragged) - { - // When drop on slots - if (itemCL.IsBackpackItemSlot()) - { - if (originalItem.transform.parent != startParent) - { - PrepareIconForAttachingToSlotAfterDrop(originalItem, itemCL, isIconRotated); - - if (itemCL.tagItem == ItemList.TagItems.BODYBACKPACK) - { - backpackInfo.isActiveBackpack = true; - if (!RE4_isActive) - rootBackpackCells.GetComponent().enabled = true; - backpackInfo.vspBackpack = originalItem; - - CreateBackpackCells(itemCL); - - rootBackpackCellSpawn.SetActive(true); - } - else if (itemCL.tagItem == ItemList.TagItems.BODYTACTICALRIG) - { - backpackInfo.isActiveTacticalRig = true; - backpackInfo.vspTacticalRig = originalItem; // Save it as current and active in inventory - - styleTacticalRig = RebuildTacticalRigPackges(itemCL.typeTRStyle, styleTacticalRig, rootTacticalRigSpawn.transform); - - if (RE4O_IsActive() || RE4_IsActive()) - styleTacticalRig.GetComponent().anchoredPosition = Vector3.zero; - } - else if (itemCL.tagItem == ItemList.TagItems.BODYPOCKETS) - { - backpackInfo.isActivePockets = true; - backpackInfo.vspPockets = originalItem; // Save it as current and active in inventory - - BuildPocketsPackage(itemCL.pocketSlots, MAX_AMOUNT_SLOTS, rootIconItemsPocketsSpawn.transform); - - rootIconItemsPocketsSpawn.SetActive(true); - } - - if (RE4O_IsActive() || RE4_IsActive()) - RE4_SetActiveGears(itemCL.tagItem); - - LoadBackpackItems(itemCL.tagItem, rootIconItemsBackpackSpawn.transform, false); - - if (isEnemyBackpack) - DestroyEnemyItemDropObjects(itemCL); - } - } - else if (itemCL.tagSize == ItemList.SizeIconInventory.Size1x1 || itemCL.tagSize == ItemList.SizeIconInventory.Size2x1 || itemCL.tagSize == ItemList.SizeIconInventory.Size1x2) - { - if (itemCL.newIDSlotBackpack != -1 && itemCL.newIDSlotBackpack > 0) // Check that there are no errors - { - if (itemCL.tagSize == ItemList.SizeIconInventory.Size1x1) - { - if (backpackInfo.closeIndicesTacticalRigAndPockets[itemCL.newIDSlotBackpack - 1] == 0 && backpackInfo.cellSlotsTacticalRigAndPockets[itemCL.newIDSlotBackpack - 1] != null) - { - originalItem.GetComponent().SetParent(backpackInfo.cellSlotsTacticalRigAndPockets[itemCL.newIDSlotBackpack - 1].transform); - originalItem.GetComponentInChildren().CL.idSlotBackpack = itemCL.newIDSlotBackpack - 1; - originalItem.transform.localPosition = Vector3.zero; - - SetItemParametersAfterLootBoxDrop(itemCL); - } - else - { - if (itemCL.idSlotBackpack != -1 && itemCL.idSlotBackpack > 0) - CloseIndicesTacticalRigPockets(itemCL); - - return itemDragged == DragHandler.BackpackItemDragged.STASH; - } - } - else - { - if (IsDropItemOnSingleTacticalRigSlot(backpackInfo.vspTacticalRig.GetComponentInChildren().CL.typeTRStyle, itemCL.newIDSlotBackpack)) - { - if (itemCL.idSlotBackpack != -1 && itemCL.idSlotBackpack > 0) - CloseIndicesTacticalRigPockets(itemCL); - - return itemDragged == DragHandler.BackpackItemDragged.STASH; - } - - if (backpackInfo.vspTacticalRig.GetComponentInChildren().CL.typeTRStyle == ItemList.TypesOfTRStyles.TYPE04) - { - int mode = itemCL.newIDSlotBackpack % 2; - if (backpackInfo.closeIndicesTacticalRigAndPockets[itemCL.newIDSlotBackpack - mode] == 0 && backpackInfo.closeIndicesTacticalRigAndPockets[itemCL.newIDSlotBackpack - (1 + mode)] == 0) - { - AttachItemToTacticalRigSlot(originalItem, itemCL, isIconRotated, mode, backpackInfo.vspTacticalRig.GetComponentInChildren().CL.typeTRStyle); - } - else - { - if (itemCL.idSlotBackpack != -1 && itemCL.idSlotBackpack > 0) - CloseIndicesTacticalRigPockets(itemCL); - - return itemDragged == DragHandler.BackpackItemDragged.STASH; - } - } - else - { - if ((itemCL.newIDSlotBackpack + 1) % 2 == 1) - { - if (backpackInfo.closeIndicesTacticalRigAndPockets[itemCL.newIDSlotBackpack - 2] == 0) - { - AttachItemToTacticalRigSlot(originalItem, itemCL, isIconRotated, 1, backpackInfo.vspTacticalRig.GetComponentInChildren().CL.typeTRStyle); - } - else - { - if (itemCL.idSlotBackpack != -1 && itemCL.idSlotBackpack > 0) - CloseIndicesTacticalRigPockets(itemCL); - - return itemDragged == DragHandler.BackpackItemDragged.STASH; - } - } - else - { - if (backpackInfo.closeIndicesTacticalRigAndPockets[itemCL.newIDSlotBackpack] == 0) - { - AttachItemToTacticalRigSlot(originalItem, itemCL, isIconRotated, 0, backpackInfo.vspTacticalRig.GetComponentInChildren().CL.typeTRStyle); - } - else - { - if (itemCL.idSlotBackpack != -1 && itemCL.idSlotBackpack > 0) - CloseIndicesTacticalRigPockets(itemCL); - - return itemDragged == DragHandler.BackpackItemDragged.STASH; - } - } - } - } - - CloseIndicesTacticalRigPockets(itemCL); - } - else - { - // - // If we drop 1x1 on 1x2 in the backpack, then nothing happens in this case - // We need to close the index below it - // - if (itemDragged != DragHandler.BackpackItemDragged.STASH && !isPlayerSlot && itemCL.newIDSlotBackpack != -1) // If the dragging is not from the inventory and this is not the player's layer - { - CloseIndicesTacticalRigPockets(itemCL); - } - } - } - - if (itemDragged == DragHandler.BackpackItemDragged.BACKPACK_WINDOW || itemDragged == DragHandler.BackpackItemDragged.TACTICALRIG_OR_POCKETS_WINDOW) - { - if (itemCL.IsRenderItem()) - itemCL.SetItemModdingParameters(false, InventoryBase.instance.RootSpawnWeaponModding.transform); - } - - // Выполняется только если мы переместили предмет - if (itemDragged == DragHandler.BackpackItemDragged.STASH && LootBase.instance.isLootWindowMode && originalItem.transform.parent != startParent) - { - if (itemCL.IsRenderItem()) - itemCL.SetItemModdingParameters(false, InventoryBase.instance.RootSpawnWeaponModding.transform); - if (itemCL.destroyItemDrop) - Destroy(itemCL.destroyItemDrop); - } - - return false; - } - - public void UpdateItemNameDisplay(string itemName) - { - if (RE4O_isActive) - RE4_itemNameDisplayText.text = itemName; - } - - #endregion - - #region Button - - public void SetActiveGearByButton(int index) - { - if (index == 0) - RE4_SetActiveGears(ClassList.TagItems.BODYTACTICALRIG); - else if (index == 1) - RE4_SetActiveGears(ClassList.TagItems.BODYPOCKETS); - else if (index == 2) - RE4_SetActiveGears(ClassList.TagItems.BODYBACKPACK); - } - - public void RE4_SetActiveClickOnPlayerArea(int i) - { - if (i == 0) // Icons - { - SetBoolButtonRE4(0, false); - SetActivePlayerContentIcons(0); - DarkenButtonsIcon(0); - - SetActivePlayerInspect(true); - } - else if (i == 1) // Player inspect - { - SetBoolButtonRE4(1, false); - SetActivePlayerContentIcons(1); - DarkenButtonsIcon(1); - - SetActivePlayerInspect(); - } - } - - #endregion - - #region Item Spawn, Create, .. - - public void SpawnBodySet(ItemList itemCL) - { - GameObject vspIconPrefab = null; - if (itemCL.tagItem == ClassList.TagItems.BODYTACTICALRIG) - { - rootTacticalRigSlotSpawn.GetComponent().enabled = false; - vspIconPrefab = InventoryBase.instance.GetNewIcon(itemCL, rootTacticalRigSlotSpawn.transform, new Vector2(-CELL_SIZE, CELL_SIZE), true, true); - - backpackInfo.SetTacticalRigSlot(vspIconPrefab, true); - - styleTacticalRig = RebuildTacticalRigPackges(itemCL.typeTRStyle, styleTacticalRig, rootTacticalRigSpawn.transform); - - if (RE4O_IsActive() || RE4_IsActive()) - styleTacticalRig.GetComponent().anchoredPosition = Vector3.zero; - } - else if (itemCL.tagItem == ClassList.TagItems.BODYPOCKETS) - { - rootPocketsSlotSpawn.GetComponent().enabled = false; - vspIconPrefab = InventoryBase.instance.GetNewIcon(itemCL, rootPocketsSlotSpawn.transform, new Vector2(-CELL_SIZE, CELL_SIZE), true, true); - - backpackInfo.SetPocketsSlot(vspIconPrefab, true); - - BuildPocketsPackage(itemCL.pocketSlots, MAX_AMOUNT_SLOTS, rootIconItemsPocketsSpawn.transform); - - rootPockets.SetActive(true); - rootIconItemsPocketsSpawn.SetActive(true); - } - else if (itemCL.tagItem == ClassList.TagItems.BODYBACKPACK) - { - rooBackpackSlotSpawn.GetComponent().enabled = false; - vspIconPrefab = InventoryBase.instance.GetNewIcon(itemCL, rooBackpackSlotSpawn.transform, new Vector2(-CELL_SIZE, CELL_SIZE), true, true); - - backpackInfo.SetBackpackSlot(vspIconPrefab, true); - - if (!RE4_isActive) - rootBackpackCells.GetComponent().enabled = true; - rootBackpackCellSpawn.SetActive(true); - CreateBackpackCells(itemCL); - } - - if (vspIconPrefab == null) - { - Debug.Log("ERROR - SpawnBodySet->(vspIconPrefab == null)"); - return; - } - - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = itemCL.GetIconSizeForSlots(); - vspIconPrefab.GetComponent().isTacticRigSlot = true; - itemCL.isPutOn = true; - - LoadBackpackItems(itemCL.tagItem, rootIconItemsBackpackSpawn.transform, false); - - SetItemParametersAfterLootBoxDrop(itemCL); - - if (!backpackInfo.isActiveMiddleClick) - Destroy(itemCL.destroyItemDrop); - else - backpackInfo.ResetMiddleClick(); - } - - public bool CreateIconForAttacmentInBackpack(ItemList itemCL, bool isDestroyItem) - { - if (isDestroyItem) - { - OpenIndicesBackpackByIconPosition(itemCL.indexPos60x60, itemCL.itemIcon.GetComponent().startPos); - Destroy(itemCL.itemIcon); - return true; - } - else - { - int[] idSlotBackpack = backpackInfo.GetFreeSlotsInBackpack(itemCL.indexPos60x60, null); - if (idSlotBackpack != null) - { - ChangeStateOfCellIndicesBackpack(itemCL.indexPos60x60, idSlotBackpack, 1, true); - - GameObject vspIconPrefab = InventoryBase.instance.GetNewIcon(itemCL, rootIconItemsBackpackSpawn.transform, GetBackpackInfo().GetCellPositionInBackpack(idSlotBackpack[0], idSlotBackpack[1]), true, false); - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = itemCL.RotateIcon(); - - if (itemCL.tagSize != itemCL.baseTagSize) - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().localRotation = Quaternion.Euler(new Vector3(0f, 0f, -90f)); // поворачиваем иконку - - vspIconPrefab.GetComponent().isBackpackSlot = true; - vspIconPrefab.GetComponent().startPos = backpackInfo.cellPositionsInBackpack[idSlotBackpack[0], idSlotBackpack[1]]; - - return true; - } - else - { - Debug.Log("no place"); - return false; - } - } - } - - public bool CreateIconForAttachmentInTacPoc(ItemList itemCL, bool isDestroyItem) - { - if (isDestroyItem) - { - OpenIndicesTacticalRigPockets(itemCL); - Destroy(itemCL.itemIcon); - return true; - } - else - { - // We will search for a new place in the inventory starting from the top - int idSlot = backpackInfo.GetFreeSlotTacticRigPockets(itemCL.tagSize); - if (idSlot != -1) - { - GameObject vspIconPrefab = InventoryBase.instance.GetNewIcon(itemCL, backpackInfo.cellSlotsTacticalRigAndPockets[idSlot].transform, new Vector2(-1, -1), true, false); - - itemCL.idSlotBackpack = idSlot; - CloseIndicesTacticalRigPockets(itemCL); - - if (itemCL.tagSize != ItemList.SizeIconInventory.Size1x1) - vspIconPrefab.transform.localPosition = new Vector3(0f, CELL_SIZE, 0f); - - if (itemCL.baseTagSize == ItemList.SizeIconInventory.Size2x1) - { - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().localRotation = Quaternion.Euler(new Vector3(0f, 0f, -90f)); - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = new Vector2(itemCL.indexPos60x60.y * CELL_SIZE, itemCL.indexPos60x60.x * CELL_SIZE); - } - else - vspIconPrefab.GetComponentInChildren().Icon.GetComponent().sizeDelta = itemCL.indexPos60x60 * CELL_SIZE; - - vspIconPrefab.GetComponent().isTacticRigSlot = true; - - return true; - } - else - { - Debug.Log("no place"); - InventoryBase.instance.CreateInfoWindow("NO FREE SPACE IN \n INVENTORY!\n\nThe item was dropped!"); - InventoryBase.instance.DropItem(null, itemCL); - return false; - } - } - } - - #endregion - - #region Save Items \ Icons - - public void SaveBackpacks() - { - if (backpackInfo.vspBackpack != null) - { - SaveBackpackItems(ClassList.TagItems.BODYBACKPACK, rootIconItemsBackpackSpawn, null, null); - SaveInventoryBackpack.instance.SaveBackpackItems(backpackInfo.vspBackpack.GetComponentInChildren().CL); - } - - if (backpackInfo.vspTacticalRig != null) - { - SaveBackpackItems(ClassList.TagItems.BODYTACTICALRIG, null, rootTacticalRigSpawn.gameObject, null); - SaveInventoryBackpack.instance.SaveTacticalRigItems(backpackInfo.vspTacticalRig.GetComponentInChildren().CL); - } - - if (backpackInfo.vspPockets != null) - { - SaveBackpackItems(ClassList.TagItems.BODYPOCKETS, null, null, rootIconItemsPocketsSpawn); - SaveInventoryBackpack.instance.SavePocketsItems(backpackInfo.vspPockets.GetComponentInChildren().CL); - } - } - - public void SaveItemSlots(ItemList itemCL, Transform spawnPoint, bool isAttachItemsToMainItem) - { - SaveBackpackItems(itemCL.tagItem, rootIconItemsBackpackSpawn, rootTacticalRigSpawn.gameObject, rootIconItemsPocketsSpawn); - - // Then we find all attachments and attach them to the backpack - if (isAttachItemsToMainItem) - AttachInsertItemsToMainItem(itemCL, spawnPoint); - } - - public bool SaveItemToBackpack(ItemList cl_bp, ItemList cl_item, GameObject vspIconPrefabDaD, bool isEnemyBackpack) - { - // We need to count items in the backpack - for (int i = 0; i < cl_bp.insertCL.Length; i++) // through all indexes - { - if (cl_bp.insertCL[i] == null) // free index (last index) - { - if (cl_bp.tagItem == ItemList.TagItems.BODYBACKPACK) // To Backpack - { - if (!AddNewItemToBackpackWindow(cl_bp, cl_item, i, vspIconPrefabDaD, isEnemyBackpack)) - { - Debug.Log("no place"); - return false; - } - } - else if (cl_bp.tagItem == ItemList.TagItems.BODYTACTICALRIG || cl_bp.tagItem == ItemList.TagItems.BODYPOCKETS) - { - if (!AddNewItemToTacticalRigPocketsWindow(cl_bp, cl_item, i, vspIconPrefabDaD, isEnemyBackpack)) - { - Debug.Log("no place"); - return false; - } - } - - // If it be put on we need to update the player's slots - if (cl_item.isPutOn) - StartCoroutine(PlayerSystem.instance.UpdatePlayerSlotOnDropEndOfFrame(cl_item)); // Next frame we will update the slots - - return true; - } - } - - return false; - } - - #endregion - - #region Load Items \ Icons - - public void LoadInsertItems(ItemList itemsCL = null, bool isDeleteWorldPref = false) - { - foreach (ItemList cl in itemsCL.insertCL) - { - if (cl == null) - break; - - cl.SetItemModdingParameters(false, InventoryBase.instance.RootSpawnItemsAttach.transform); - - // After loading items into inventory, delete the dummy from the scene - if (isDeleteWorldPref) - Destroy(cl.destroyItemDrop); - } - } - - #endregion - - #region Backpack Dummy - - public void CreateBackpacksDummy(GameObject dummyIcon) - { - foreach (GameObject window in vspOpenedWindows) - { - if (window == null) - continue; - - window.GetComponentInChildren().mBackpackWindow = new GameObject("mBackpackWindowDummy"); - if (window.GetComponentInChildren().rootIconsSpawn) - window.GetComponentInChildren().mBackpackWindow.transform.SetParent(window.GetComponentInChildren().rootIconsSpawn.transform); - else - window.GetComponentInChildren().mBackpackWindow.transform.SetParent(window.GetComponentInChildren().windowRoot.transform); - window.GetComponentInChildren().mBackpackWindow.transform.localScale = Vector3.one; - window.GetComponentInChildren().mBackpackWindow.transform.localRotation = dummyIcon.transform.localRotation; - window.GetComponentInChildren().mBackpackWindow.transform.localPosition = Vector3.zero; - } - } - - public void UpdateBackpackDummyPosition(GameObject vspInstance) - { - foreach (GameObject window in vspOpenedWindows) - { - if (window == null) - continue; - - if (window.GetComponentInChildren().mBackpackWindow) // If we have dummy - { - window.GetComponentInChildren().mBackpackWindow.transform.localRotation = vspInstance.transform.localRotation; - window.GetComponentInChildren().mBackpackWindow.transform.position = vspInstance.transform.position; - } - } - } - - public void DestroyBackpackDummies() - { - foreach (GameObject window in vspOpenedWindows) - { - if (window == null) - continue; - - Destroy(window.GetComponentInChildren().mBackpackWindow); - } - } - - #endregion - - #region Backpack Window - - public void AddNewWindowToList(GameObject window) - { - int freeSlotIndex = 0; - foreach (GameObject slot in vspOpenedWindows) - { - if (slot == null) // Free slot - break; - freeSlotIndex++; - } - - if (freeSlotIndex >= vspOpenedWindows.Length) - { - if (curentActiveWindow >= amountOpenedWindows) - curentActiveWindow = 0; - freeSlotIndex = curentActiveWindow; - vspOpenedWindows[freeSlotIndex].GetComponentInChildren().CloseWindow(true); - curentActiveWindow++; - } - - vspOpenedWindows[freeSlotIndex] = window; - - if (vspOpenedWindows[freeSlotIndex].GetComponentInChildren().GetBackpackInfo().isActiveBackpack) - vspOpenedWindows[freeSlotIndex].name = "BackpackWindow_" + freeSlotIndex.ToString(); - else if (vspOpenedWindows[freeSlotIndex].GetComponentInChildren().GetBackpackInfo().isActiveTacticalRig) - vspOpenedWindows[freeSlotIndex].name = "TacticalRigWindow_" + freeSlotIndex.ToString(); - else if (vspOpenedWindows[freeSlotIndex].GetComponentInChildren().GetBackpackInfo().isActivePockets) - vspOpenedWindows[freeSlotIndex].name = "PocketsWindow_" + freeSlotIndex.ToString(); - - m_vspBackpackWindow = vspOpenedWindows[freeSlotIndex]; - - amountCreatedWindows++; - } - - // Метод для проверки открытого рюкзака. Необходим в момент, когда мы переносим активный рюкзак, при этом у него (из него) был открыт неактивный рюкзак - public bool CheckOpenedBackpackWindow(ItemList backpackCL) - { - foreach (GameObject window in vspOpenedWindows) - { - if (window == null) // Free slot - continue; - - if (backpackCL.insertCL != null && backpackCL.insertCL.Length > 0) - { - // Проходимся по всем предметам рюкзака, чтобы найти что нибудь - foreach (ItemList _cl in backpackCL.insertCL) - { - if (_cl == null) - break; - // Ищем в предметах рюкзака по id - if (_cl.id == window.GetComponentInChildren().vspButtonOption.CL.id) - return true; - } - } - else - break; - } - - return false; // No one was opened - } - - // Закрывает одно окно inspect - public void CloseBackpackWindowSlot(GameObject inspect) - { - int count = 0; - foreach (GameObject n in vspOpenedWindows) - { - if (n == null) - { - count++; - continue; - } - - if (n.name == inspect.name) - vspOpenedWindows[count] = null; - count++; - } - - // Проверим открыт ли еще кто - count = 0; - foreach (GameObject n in vspOpenedWindows) - { - if (n == null) - continue; - count++; - } - - isOpenBackpackWindow = count != 0 ? true : false; - } - - // Закрывает N открытых вложенных в cl рюкзаков - public void CloseBackpackWindowSlotForOpenedBackpack(ItemList backpackCL) - { - foreach (GameObject window in vspOpenedWindows) - { - if (window == null) // Free slot - continue; - - if (backpackCL.insertCL != null && backpackCL.insertCL.Length > 0) - { - // Проходимся по всем предметам рюкзака, чтобы найти что нибудь - foreach (ItemList _cl in backpackCL.insertCL) - { - if (_cl == null) - break; - - // Ищем в предметах рюкзака по id - if (_cl.id == window.GetComponentInChildren().vspButtonOption.CL.id) - window.GetComponentInChildren().CloseWindow(true); - } - } - else - break; - } - } - - #endregion - - #region Checking - - public bool IsAllowOnlyOneBackpackInBackpack() - { - return allowOnlyOneBackpackInBackpack; - } - - public bool RE4_IsActive() - { - return RE4_isActive; - } - - public bool RE4O_IsActive() - { - return RE4O_isActive; - } - - public bool RE4_IsActiveBodyItem(ItemList.TagItems tagItem) - { - if (tagItem == ClassList.TagItems.BODYTACTICALRIG && isActiveButtonRE4[0]) - return true; - else if (tagItem == ClassList.TagItems.BODYPOCKETS && isActiveButtonRE4[2]) - return true; - else if (tagItem == ClassList.TagItems.BODYBACKPACK && isActiveButtonRE4[1]) - return true; - - return false; - } - - #endregion - - #region Set, Get, ... - - public void SetScrollRectPosition(float value) - { - if (rootBackpack && rootBackpack.GetComponentInChildren()) - { - rootBackpack.GetComponentInChildren().verticalNormalizedPosition = value; - } - } - - public Transform RE4_GetRootStashCells() - { - return RE4_rootStashCells; - } - - public GameObject RE4_GetBackpackInspectWindow - { - get - { - if (RE4_backpackInspectWindowPrefab == null || RE4_rootWinfowsSpawn == null) - return null; - - return GameObject.Instantiate(RE4_backpackInspectWindowPrefab, RE4_rootWinfowsSpawn); - } - } - - public GameObject RE4_GetBackpackInspectActiveWindow - { - get - { - if (RE4_backpackInspectActiveWindowPrefab == null || RE4_rootWinfowsSpawn == null) - return null; - - return GameObject.Instantiate(RE4_backpackInspectActiveWindowPrefab, RE4_rootWinfowsSpawn); - } - } - - public GameObject RE4_GetTacticalRigPocketsInspectActiveWindow - { - get - { - if (RE4_tacticalRigPocketsInspectActiveWindowPrefab == null || RE4_rootWinfowsSpawn == null) - return null; - - return GameObject.Instantiate(RE4_tacticalRigPocketsInspectActiveWindowPrefab, RE4_rootWinfowsSpawn); - } - } - - public void SetActivePlayerInspect(bool isCloseInspect = false) - { - if (isCloseInspect) - { - if (InspectWindowPlayerRender.instance) - { - InspectWindowPlayerRender.instance.CloseViewInventory(); - InventoryBase.instance.PlayerInspectWindow.SetActive(false); - DarkenButtonsIcon(0, true); - } - } - else - { - StartCoroutine(SetActivePlayerInspect()); - } - } - - public void SetActiveButtonGearOnDrop(int index) - { - for (int i = 0; i < 3; i++) - { - if (isActiveButtonRE4[i] == true && i == index) // Активна кнопка - { - RE4_panelNONE.SetActive(true); - rootPockets.SetActive(false); - rootTacticalRigSpawn.SetActive(false); - rootBackpackCells.gameObject.SetActive(false); - break; - } - } - } - - public void SetAmountCreatedWindows(int amount) - { - amountCreatedWindows = amount < 0 ? 0 : amount; - } - - public Color GetEquipItemColor() - { - if (equippedItemIconColor != null) - return equippedItemIconColor; - else - { - Color newItemColor = new Color - { - r = 0f - }; - return newItemColor; - } - } - - public GameObject GetNewSingleCell(Transform rootSpawn) - { - return GameObject.Instantiate(singleCellPrefab, rootSpawn); - } - - public GameObject GetNewItemIcon(Transform rootSpawn) - { - return GameObject.Instantiate(itemIconPrefab, rootSpawn); - } - - public GameObject GetNewCell(Transform rootSpawn) - { - return GameObject.Instantiate(cellPrefab, rootSpawn); - } - - public GameObject GetNewPocketsWindow(Transform rootSpawn) - { - return GameObject.Instantiate(pocketsWindowPrefab, rootSpawn); - } - - public GameObject GetNewTacticalRigWindow(Transform rootSpawn) - { - return GameObject.Instantiate(tacticalRigWindowPrefab, rootSpawn); - } - - public GameObject GetNewBackpackWindow(Transform rootSpawn) - { - return GameObject.Instantiate(backpackWindowPrefab, rootSpawn); - } - - public GameObject GetNewStyleOfTacticalRig(Transform rootSpawn, int styleIndex) - { - return GameObject.Instantiate(stylesOfTacticalRigPrefab[styleIndex], rootSpawn); - } - - public GameObject GetNewBackpackGrid(Transform rootSpawn, int gridIndex) - { - return GameObject.Instantiate(backpackGridPrefab[gridIndex], rootSpawn); - } - - public GameObject GetBackpackContentViewport() - { - return rootBackpackContentViewport.gameObject; - } - - public BackpackWindowMode GetBackpackWindowMode() - { - return backpackWindowMode; - } - - public int GetAmountCreatedWindows() - { - return amountCreatedWindows; - } - - #endregion - - #region Open Indices, ... - - public void OpenCells(ItemList itemCL) - { - if (itemCL.tagItem == ClassList.TagItems.BODYTACTICALRIG) - { - OpenTacticalRigCells(itemCL, rootTacticalRigSpawn.gameObject, rootTacticalRigSlotSpawn, styleTacticalRig); - backpackInfo.ResetTacticalRigSlot(); - } - else if (itemCL.tagItem == ClassList.TagItems.BODYPOCKETS) - { - OpenPocketsCells(itemCL, rootIconItemsPocketsSpawn, rootPocketsSlotSpawn); - backpackInfo.ResetPocketsSlot(); - } - else if (itemCL.tagItem == ClassList.TagItems.BODYBACKPACK) - { - OpenBackpackCells(itemCL, rootScrollViewContent, rooBackpackSlotSpawn, rootIconItemsBackpackSpawn, rootBackpackCells, rootBackpackCellSpawn); - backpackInfo.ResetBackpackSlot(); - } - } - - #endregion - - #region Close, Reset, etc - - public void RE4_ResetStateContent(bool isParentReset, ItemList.TagItems tagItem = 0) - { - if (isParentReset) - { - if (tagItem == ClassList.TagItems.BODYTACTICALRIG) - { - styleTacticalRig.transform.SetParent(rootTacticalRigSpawn.transform); - styleTacticalRig.GetComponent().anchoredPosition = Vector3.zero; - rootTacticalRigSpawn.SetActive(false); - } - else if (tagItem == ClassList.TagItems.BODYBACKPACK) - { - rootBackpackContentViewport.SetParent(rootBackpackCells.transform); - rootBackpackContentViewport.localPosition = Vector3.zero; - } - else if (tagItem == ClassList.TagItems.BODYPOCKETS) - { - rootIconItemsPocketsSpawn.transform.SetParent(rootPockets.transform); - rootIconItemsPocketsSpawn.transform.localPosition = Vector3.zero; - rootPockets.SetActive(false); - } - } - else - { - if (backpackInfo.isActiveBackpack) - { - SetBoolButtonRE4(1); - rootBackpackCells.gameObject.SetActive(true); - SetActiveGearIcons(1); - rootTacticalRigSpawn.SetActive(false); - rootPockets.SetActive(false); - RE4_panelNONE.SetActive(false); - } - else if (backpackInfo.isActiveTacticalRig) - { - SetBoolButtonRE4(0); - rootTacticalRigSpawn.SetActive(true); - SetActiveGearIcons(0); - rootBackpackCells.gameObject.SetActive(false); - rootPockets.SetActive(false); - RE4_panelNONE.SetActive(false); - } - else if (backpackInfo.isActivePockets) - { - SetBoolButtonRE4(2); - rootIconItemsPocketsSpawn.SetActive(true); - SetActiveGearIcons(2); - rootBackpackCells.gameObject.SetActive(false); - rootPockets.SetActive(true); - RE4_panelNONE.SetActive(false); - } - else - { - SetActiveGearIcons(1); - RE4_panelNONE.SetActive(true); - rootPockets.SetActive(false); - rootTacticalRigSpawn.SetActive(false); - rootBackpackCells.gameObject.SetActive(false); - } - } - } - - public void RE4_ResetStatePlayerButton() - { - SetActivePlayerContentIcons(0); - DarkenButtonsIcon(0); - - if (InspectWindowPlayerRender.instance) - { - InspectWindowPlayerRender.instance.CloseViewInventory(); - InventoryBase.instance.PlayerInspectWindow.SetActive(false); - DarkenButtonsIcon(0, true); - } - } - - - #endregion - - #endregion - - #region PRIVATE - - #region Update - - private IEnumerator UpdateDropArea() - { - yield return new WaitForSeconds(1.0f); - - if (rootDropArea) - { - if (!RE4_isActive && !RE4O_isActive && !InventoryBase.instance.hideStash && !InventoryBase.instance.isLootWindowMode && !LootBase.instance.isActiveLoot && !StoreBase.instance.isActive && BackpackEnemyBase.instance && !BackpackEnemyBase.instance.isActive) - rootDropArea.SetActive(true); - else - rootDropArea.SetActive(false); - } - - isUpdateDropArea = true; - } - - #endregion - - #region Creating Icons - - private void CreateBackpackCells(ItemList itemCL) - { - Vector2 backpackSize = itemCL.GetSizeBackpack(); - backpackInfo.rowsBackpack = (int)backpackSize.y; - backpackInfo.columnsBackpack = (int)backpackSize.x; - - backpackInfo.cellSlotsBackpack = new GameObject[backpackInfo.rowsBackpack, backpackInfo.columnsBackpack]; - backpackInfo.cellPositionsInBackpack = new Vector2[backpackInfo.rowsBackpack, backpackInfo.columnsBackpack]; - backpackInfo.closeIndicesBackpack = new int[backpackInfo.rowsBackpack, backpackInfo.columnsBackpack]; - - if (rootScrollViewContent) - rootScrollViewContent.sizeDelta = new Vector2(rootScrollViewContent.sizeDelta.x, 500f + backpackInfo.rowsBackpack * CELL_SIZE); - rootBackpackCells.sizeDelta = new Vector2(backpackInfo.columnsBackpack * CELL_SIZE, backpackInfo.rowsBackpack * CELL_SIZE); - rootBackpackContentViewport.sizeDelta = rootBackpackCells.sizeDelta; - - backpackInfo.iconGrid = (GameObject)Instantiate(backpackGridPrefab[itemCL.GetIndexSizeBackpack()], rootBackpackCellSpawn.transform); - backpackInfo.iconGrid.transform.localScale = Vector3.one; - backpackInfo.iconGrid.transform.localPosition = Vector3.zero; - - Vector2 cellPosition = Vector2.one; - for (int i = 0; i < backpackInfo.rowsBackpack; i++) - { - cellPosition.y = -CELL_SIZE * i; - for (int j = 0; j < backpackInfo.columnsBackpack; j++) - { - cellPosition.x = CELL_SIZE * j; - backpackInfo.cellPositionsInBackpack[i, j] = cellPosition; - - backpackInfo.cellSlotsBackpack[i, j] = (GameObject)Instantiate(cellPrefab, rootBackpackCellSpawn.transform); - backpackInfo.cellSlotsBackpack[i, j].transform.localScale = Vector3.one; - backpackInfo.cellSlotsBackpack[i, j].transform.localPosition = new Vector3(cellPosition.x, cellPosition.y, 0f); - backpackInfo.cellSlotsBackpack[i, j].GetComponent().indexI = i; - backpackInfo.cellSlotsBackpack[i, j].GetComponent().indexJ = j; - - backpackInfo.closeIndicesBackpack[i, j] = 0; - } - } - - updateAssistent.UpdateIconTextBackpack(); - } - - #endregion - - #region Load Items \ Icons - - private void LoadSlotsByStart() - { - InventoryBase.instance.isUpdateStat = false; - - // Before starting to load item into backpack, we need to find the item - if (SaveInventoryBackpack.instance.LoadBackpack()) - { - SaveInventoryBackpack.instance.LoadBackpackItems(backpackInfo.vspBackpack.GetComponentInChildren().CL); - if (backpackInfo.vspBackpack.GetComponentInChildren().CL.insertCL.Length > 0) - LoadBackpackItems(ClassList.TagItems.BODYBACKPACK, rootIconItemsBackpackSpawn.transform, true); - } - if (SaveInventoryBackpack.instance.LoadTacticalRig()) - { - SaveInventoryBackpack.instance.LoadTacticalRigItems(backpackInfo.vspTacticalRig.GetComponentInChildren().CL); - if (backpackInfo.vspTacticalRig.GetComponentInChildren().CL.insertCL.Length > 0) - LoadBackpackItems(ClassList.TagItems.BODYTACTICALRIG, rootIconItemsBackpackSpawn.transform, true); - } - if (SaveInventoryBackpack.instance.LoadPockets()) - { - SaveInventoryBackpack.instance.LoadPocketsItems(backpackInfo.vspPockets.GetComponentInChildren().CL); - if (backpackInfo.vspPockets.GetComponentInChildren().CL.insertCL.Length > 0) - LoadBackpackItems(ClassList.TagItems.BODYPOCKETS, rootIconItemsBackpackSpawn.transform, true); - } - } - - #endregion - - #region Backpack\TacticalRig\Pockets Window Events - - // We use this method if we need to find a free space for icon that we want to include into the inactive packpack (we drag item and drom it on the backpack and we don't know has it free space and how much?) - private bool AddNewItemToBackpackWindow(ItemList backpackCL, ItemList itemCL, int itemIndex, GameObject item, bool isEnemyBackpack) // vspIconPrefab - from drag and drom or link on the icon (for render) - { - Vector2 sizeOfBackpack = backpackCL.GetSizeBackpack(); - int rows = (int)sizeOfBackpack.y; - int columns = (int)sizeOfBackpack.x; - - itemCL.ResetRotationParametersForIcon(); - Vector2 indexPos60x60 = itemCL.indexPos60x60; - - // Indices of free slots of the backpack - Vector2 cellPosition = Vector2.zero; - int[,] vspIndexCloseBackpack = new int[rows, columns]; - Vector2[,] vspPosBackpack = new Vector2[rows, columns]; - for (int i = 0; i < rows; i++) - { - cellPosition.y = -CELL_SIZE * i; - for (int j = 0; j < columns; j++) - { - cellPosition.x = CELL_SIZE * j; - vspPosBackpack[i, j] = cellPosition; - vspIndexCloseBackpack[i, j] = 0; // For start all slots is empty - } - } - - int b = 0; - foreach (ItemList cl in backpackCL.insertCL) // We go through the entire list and create icons in the inventory - { - if (cl == null) - break; - - Vector2 startPos = backpackCL.startPositionInBackpack[b]; - int[] idSlotBackpack = new int[2]; - idSlotBackpack[0] = (int)Mathf.Round(Mathf.Abs(startPos.y / CELL_SIZE)); // Calculate the old position in the index form - idSlotBackpack[1] = (int)Mathf.Round(Mathf.Abs(startPos.x / CELL_SIZE)); - - // we need to find all full slots - for (int i = idSlotBackpack[0]; i < idSlotBackpack[0] + (int)cl.indexPos60x60.y; i++) - for (int j = idSlotBackpack[1]; j < idSlotBackpack[1] + (int)cl.indexPos60x60.x; j++) - vspIndexCloseBackpack[i, j] = 1; // Slot is close - - b++; - } - - // Теперь нам нужно определить, если иконка поворачивается то нам нужно проверить и повернутый размер (есть ли под него место) - int amountOfIterations = itemCL.isLockRotate ? 1 : 2; - for (int m = 0; m < amountOfIterations; m++) - { - for (int i = 0; i < rows; i++) - { - for (int j = 0; j < columns; j++) - { - if (vspIndexCloseBackpack[i, j] == 0) // If the index (slot) is free - { - int freeCells = 0; - - if ((i + (int)indexPos60x60.y - 1) > (rows - 1) || (j + (int)indexPos60x60.x - 1) > (columns - 1)) // We check beforehand, but will we not go beyond the borders of the region - continue; - - // Check adjacent cells of the size IndexPos60x60 - for (int k = i; k < i + (int)indexPos60x60.y; k++) - { - for (int l = j; l < j + (int)indexPos60x60.x; l++) - { - if (vspIndexCloseBackpack[k, l] == 0) - freeCells++; - else - break; // no place - next iteration - - if (freeCells == (int)(indexPos60x60.x * indexPos60x60.y)) // We found a new place - { - backpackCL.startPositionInBackpack[itemIndex] = new Vector2(vspPosBackpack[i, j].x, vspPosBackpack[i, j].y); - - if (itemCL.IsRenderItem()) - itemCL.renderItemMat = item.GetComponentInChildren().Icon.material; - - if (m == 1 && !itemCL.isLockRotate) - itemCL.itWasRotated = true; - - backpackCL.insertCL[itemIndex] = itemCL; // That is all! - - if (itemCL.isPutOn) - { - if (itemCL.isPlayerSlot) - StartCoroutine(PlayerSystem.instance.UpdatePlayerSlotOnDropEndOfFrame(itemCL)); - else - OpenSlotsUnderItemAfterPlacingInBackpack(itemCL, isEnemyBackpack); - } - - if (!RE4_isActive && !RE4O_isActive) - { - itemCL.SetItemModdingParameters(false, InventoryBase.instance.RootAttachNotVisible.transform); - - if (itemCL.lootID != -1) - { - itemCL.lootID = -1; - Destroy(itemCL.destroyItemDrop); - } - } - - return true; - } - } - } - } - } - } - - // Теперь повернем иконку (а лучше размер) - if (amountOfIterations == 2) - { - int y = (int)itemCL.indexPos60x60.y; - itemCL.indexPos60x60.y = itemCL.indexPos60x60.x; - itemCL.indexPos60x60.x = y; - itemCL.tagSize = itemCL.GetReverseCurrentSizeTag(); - indexPos60x60 = itemCL.indexPos60x60; - } - } - - // Ничего не нашли возвращаем исходный размер - if (amountOfIterations == 2) - { - int y = (int)itemCL.indexPos60x60.y; - itemCL.indexPos60x60.y = itemCL.indexPos60x60.x; - itemCL.indexPos60x60.x = y; - itemCL.tagSize = itemCL.GetReverseCurrentSizeTag(); - } - - return false; - } - - private bool AddNewItemToTacticalRigPocketsWindow(ItemList backpackCL, ItemList itemCL, int itemIndex, GameObject item, bool isEnemyBackpack) - { - int idSlot = -1; - int indexOfFreePlaceInventory = -1; - - int[] vspIndexClose = new int[MAX_AMOUNT_SLOTS]; // 30 slots - int[] vspID = new int[MAX_AMOUNT_SLOTS]; // Will collect indices - - if (backpackCL.tagItem == ItemList.TagItems.BODYPOCKETS && itemCL.tagSize != ItemList.SizeIconInventory.Size1x1) - return false; - - for (int i = 0; i < MAX_AMOUNT_SLOTS; i++) - vspID[i] = -1; - - int count = 0; - foreach (ItemList cl in backpackCL.insertCL) // Collect all indices - { - if (cl == null) - break; - - vspID[count] = cl.idSlotBackpack; - count++; - } - - int indexSlot = backpackCL.tagItem == ItemList.TagItems.BODYPOCKETS ? MAX_TACTICAL_RIG_CELLS : 0; - for (; indexSlot < MAX_AMOUNT_SLOTS; indexSlot++) - { - int index = 0; - bool isFindFreeSlot = false; - while (index < count) - { - if (vspID[index] == -1) - index = count; - - if (indexSlot == vspID[index]) - { - isFindFreeSlot = true; - vspIndexClose[indexSlot] = 1; // Close index - - if (backpackCL.insertCL[index].tagSize == ItemList.SizeIconInventory.Size1x2 || backpackCL.insertCL[index].tagSize == ItemList.SizeIconInventory.Size2x1) - vspIndexClose[indexSlot - 1] = 1; // Close this index too - - index = count; - } - - index++; - } - - if (!isFindFreeSlot) - vspIndexClose[indexSlot] = 0; // Free index - } - - if (backpackCL.tagItem == ItemList.TagItems.BODYTACTICALRIG) - { - int amountSlots = backpackCL.insertCL.Length; - int step = backpackCL.typeTRStyle == ItemList.TypesOfTRStyles.TYPE04 ? 1 : 2; - - for (int i = 0; i < amountSlots; i += step) - { - if (IsItemDropedOnUndesirebleSlotInTacticalRig(backpackCL.typeTRStyle, i, itemCL.tagSize)) - continue; - - if (vspIndexClose[i] == 0) - { - if (itemCL.tagSize == ItemList.SizeIconInventory.Size1x1) - { - idSlot = i; - indexOfFreePlaceInventory = 1; - break; - } - else - { - // Check the adjacent cell size - if (vspIndexClose[i + 1] == 0 && (i + 1) != amountSlots) - { - if (backpackCL.typeTRStyle == ClassList.TypesOfTRStyles.TYPE04 && (i == 2 || i == 4 || i == 6)) - continue; - else - { - idSlot = i + 1; - indexOfFreePlaceInventory = 1; - break; - } - } - } - } - else - { - // For Size 1x1, we also need to check the bottom cell, suddenly there is free - if (itemCL.tagSize == ItemList.SizeIconInventory.Size1x1) - { - if (vspIndexClose[i + 1] == 0 && (i + 1) != amountSlots) - { - idSlot = i + 1; - indexOfFreePlaceInventory = 1; - break; - } - } - } - } - } - else if (backpackCL.tagItem == ItemList.TagItems.BODYPOCKETS) // IndexFreePlace == -1 - We did not find free slots in the tactical rig - { - for (int i = MAX_TACTICAL_RIG_CELLS; i < MAX_TACTICAL_RIG_CELLS + backpackCL.pocketSlots; i++) - { - if (vspIndexClose[i] == 0) - { - idSlot = i; - indexOfFreePlaceInventory = 2; - break; - } - } - } - - if (indexOfFreePlaceInventory != -1) // We found free slot - { - itemCL.idSlotBackpack = idSlot; - - if (itemCL.IsRenderItem()) - itemCL.renderItemMat = item.GetComponentInChildren().Icon.material; - - if (itemCL.tagSize == ItemList.SizeIconInventory.Size2x1) - { - itemCL.itWasRotated = itemCL.tagSize == itemCL.baseTagSize ? true : false; // if we dropped already rotated item - - int x = (int)itemCL.indexPos60x60.x; - itemCL.indexPos60x60.x = itemCL.indexPos60x60.y; - itemCL.indexPos60x60.y = x; - itemCL.tagSize = itemCL.GetReverseCurrentSizeTag(); // Changes (invert) the tag size - } - else - { - if (itemCL.baseTagSize == ItemList.SizeIconInventory.Size1x2) - itemCL.itWasRotated = false; - else if (itemCL.baseTagSize == ItemList.SizeIconInventory.Size2x1) - itemCL.itWasRotated = true; - } - - backpackCL.insertCL[itemIndex] = itemCL; // That is all! - - if (itemCL.isPutOn) - { - if (itemCL.isPlayerSlot) - StartCoroutine(PlayerSystem.instance.UpdatePlayerSlotOnDropEndOfFrame(itemCL)); - else - OpenSlotsUnderItemAfterPlacingInBackpack(itemCL, isEnemyBackpack); - } - - if (!RE4_isActive && !RE4O_isActive) - { - itemCL.SetItemModdingParameters(false, InventoryBase.instance.RootAttachNotVisible.transform); - - if (itemCL.lootID != -1) - { - itemCL.lootID = -1; - Destroy(itemCL.destroyItemDrop); - } - } - - return true; - } - - return false; - } - - private void OpenSlotsUnderItemAfterPlacingInBackpack(ItemList cl, bool isEnemyBackpack) - { - if (cl.IsBackpackItemSlot()) - { - if (isEnemyBackpack) // From Enemy slots into player inventory - we need to open slots - BackpackEnemyBase.instance.OpenCells(cl); - else - OpenCells(cl); - } - } - - #endregion - - #region Set, Get, .. - - private IEnumerator SetActivePlayerInspect() // Create render texture - { - yield return new WaitForEndOfFrame(); - - InventoryBase.instance.PlayerInspectWindow.SetActive(true); - - if (RE4O_IsActive()) - { - if (InventoryBase.instance.Is1stPerson) // 1st - { - if (InventoryBase.instance.selectWeapon.wnPrOnSling != null) - { - InspectWindowPlayerRender.instance.vspPlayer = (GameObject)Instantiate(InventoryBase.instance.selectWeapon.wnPrOnSling.itemModding); - - Component[] p = InspectWindowPlayerRender.instance.vspPlayer.GetComponentsInChildren(typeof(Helpers), true); - if (p != null) - foreach (Helpers g in p) - g.IsNotModdingMode = true; - } - else - { - InspectWindowPlayerRender.instance.vspPlayer = new GameObject(); // dummy - } - } - else // 3rd - { - InspectWindowPlayerRender.instance.vspPlayer = (GameObject)Instantiate(InventoryBase.instance.m_Player3rdCharacter); - - InspectWindowPlayerRender.instance.vspPlayer.GetComponentInChildren().enabled = false; - if (InspectWindowPlayerRender.instance.vspPlayer.GetComponentInChildren()) - InspectWindowPlayerRender.instance.vspPlayer.GetComponentInChildren().enabled = false; - if (InspectWindowPlayerRender.instance.vspPlayer.GetComponentInChildren()) - InspectWindowPlayerRender.instance.vspPlayer.GetComponentInChildren().enabled = false; - } - } - else - { - if (InventoryBase.instance.selectWeapon && InventoryBase.instance.selectWeapon.gameObject.GetComponentInChildren()) - { - // - // Can be changed (example: weapon, player, etc) - // - InspectWindowPlayerRender.instance.vspPlayer = (GameObject)Instantiate(InventoryBase.instance.selectWeapon.gameObject); // Thirs person model - with weapon and hands - InspectWindowPlayerRender.instance.vspPlayer.GetComponent().enabled = false; - InspectWindowPlayerRender.instance.vspPlayer.GetComponentInChildren().enabled = false; - - // - // - // - DarkenButtonsIcon(1, true); - } - else - { - InspectWindowPlayerRender.instance.vspPlayer = new GameObject(); // dummy - DarkenButtonsIcon(0, true); - } - } - - InspectWindowPlayerRender.instance.planeImageInspect = RE4_rootPlayerInspectSpawn.GetComponent(); - InspectWindowPlayerRender.instance.planeImageInspectPlayerRT = RE4_rootPlayerInspectSpawn.GetComponent(); - InspectWindowPlayerRender.instance.isPlayerInspect = true; - } - - private void SetBoolButtonRE4(int index, bool desabcleAllbuttons = false) - { - if (desabcleAllbuttons) - { - for (int i = 0; i < 3; i++) - isActiveButtonRE4[i] = false; - } - else - { - for (int i = 0; i < 3; i++) - isActiveButtonRE4[i] = i == index ? true : false; - } - } - - private void SetActiveGearIcons(int indexGear) - { - for (int i = 0; i < RE4_backpackGearIcons.Length; i++) - RE4_backpackGearIcons[i].SetActive(i == indexGear ? true : false); - } - - private void SetActivePlayerContentIcons(int indexIcon) - { - for (int i = 0; i < RE4_playerContentIcons.Length; i++) - RE4_playerContentIcons[i].SetActive(i == indexIcon ? true : false); - } - - private void RE4_SetActiveGears(ItemList.TagItems itemTag) - { - if (itemTag == ClassList.TagItems.BODYTACTICALRIG) - { - // Если открыто окно - закрываем (т.е. мы переходим из другой секции сюда) - if (m_vspBackpackWindow && m_vspBackpackWindow.GetComponentInChildren() && m_vspBackpackWindow.GetComponentInChildren().CL.tagItem == ItemList.TagItems.BODYTACTICALRIG && m_vspBackpackWindow.GetComponentInChildren().CL.isPutOn) - m_vspBackpackWindow.GetComponentInChildren().CloseContentWindowRE4(itemTag); - - SetActiveGearIcons(0); - - if (m_vspBackpackWindow == null) // Если никто не открыт - { - rootBackpackCells.gameObject.SetActive(false); - rootPockets.SetActive(false); - } - else - { - if (GetActiveButtonIndexRE4() == 1) // If was active backpack - { - // Если открыты карманы (окно) - if (m_vspBackpackWindow) // If not opened the backpack - rootBackpackCells.gameObject.SetActive(false); - } - else if (GetActiveButtonIndexRE4() == 2) // Pockets - { - if (m_vspBackpackWindow) - rootPockets.SetActive(false); - } - } - - SetBoolButtonRE4(0); - if (backpackInfo.isActiveTacticalRig) - { - RE4_panelNONE.SetActive(false); - rootTacticalRigSpawn.SetActive(true); - } - else - RE4_panelNONE.SetActive(true); - } - else if (itemTag == ClassList.TagItems.BODYBACKPACK) - { - // Закроем в том случае если он активен и был открыт и мы перешли в его сецию - if (m_vspBackpackWindow && m_vspBackpackWindow.GetComponentInChildren() && m_vspBackpackWindow.GetComponentInChildren().CL.tagItem == ItemList.TagItems.BODYBACKPACK && m_vspBackpackWindow.GetComponentInChildren().CL.isPutOn && m_vspBackpackWindow.GetComponentInChildren().CL.isOpen) - { - m_vspBackpackWindow.GetComponentInChildren().CloseContentWindowRE4(itemTag); - } - - SetActiveGearIcons(1); - - if (m_vspBackpackWindow == null) - { - rootTacticalRigSpawn.SetActive(false); - rootPockets.SetActive(false); - } - else - { - if (GetActiveButtonIndexRE4() == 0) - { - if (m_vspBackpackWindow) - rootTacticalRigSpawn.SetActive(false); - } - else if (GetActiveButtonIndexRE4() == 2) - { - if (m_vspBackpackWindow) - rootPockets.SetActive(false); - } - } - - SetBoolButtonRE4(1); - if (backpackInfo.isActiveBackpack) - { - RE4_panelNONE.SetActive(false); - rootBackpackCells.gameObject.SetActive(true); - } - else - RE4_panelNONE.SetActive(true); - } - else if (itemTag == ClassList.TagItems.BODYPOCKETS) - { - if (m_vspBackpackWindow && m_vspBackpackWindow.GetComponentInChildren() && m_vspBackpackWindow.GetComponentInChildren().CL.tagItem == ItemList.TagItems.BODYPOCKETS && m_vspBackpackWindow.GetComponentInChildren().CL.isPutOn) - { - m_vspBackpackWindow.GetComponentInChildren().CloseContentWindowRE4(itemTag); - } - - SetActiveGearIcons(2); - - if (m_vspBackpackWindow == null) - { - rootTacticalRigSpawn.SetActive(false); - rootBackpackCells.gameObject.SetActive(false); - } - else - { - if (GetActiveButtonIndexRE4() == 0) - { - if (m_vspBackpackWindow) - rootTacticalRigSpawn.SetActive(false); - } - else if (GetActiveButtonIndexRE4() == 1) - { - if (m_vspBackpackWindow) - rootBackpackCells.gameObject.SetActive(false); - } - } - - SetBoolButtonRE4(2); - if (backpackInfo.isActivePockets) - { - RE4_panelNONE.SetActive(false); - rootPockets.SetActive(true); - } - else - RE4_panelNONE.SetActive(true); - } - } - - private int GetActiveButtonIndexRE4() - { - for (int i = 0; i < isActiveButtonRE4.Length; i++) - { - if (isActiveButtonRE4[i] == true) - return i; - } - - return -1; - } - - #endregion - - #region Close, Reset, Destroy, ... - - private void DestroyEnemyItemDropObjects(ItemList cl) - { - foreach (ItemList item in cl.insertCL) - { - if (item == null) - break; - - if (item.destroyItemDrop) - Destroy(item.destroyItemDrop); - } - } - - #endregion - - #region Helpers - - private void DarkenButtonsIcon(int index = 0, bool flag = false) - { - Color _a; - if (!flag) - { - // Darken the original icon (when we drag) - for (int i = 0; i < RE4_playerButtonIcons.Length; i++) - { - _a = RE4_playerButtonIcons[i].GetComponent().color; - _a.a = (i == index) ? 1.0f : 0.2f; - - RE4_playerButtonIcons[i].GetComponent().color = _a; - } - } - else - { - _a = RE4_rootPlayerInspectSpawn.GetComponent().color; - _a.a = (index == 1) ? 1.0f : 0.0f; - RE4_rootPlayerInspectSpawn.GetComponent().color = _a; - } - } - - #endregion - - #endregion - } -} diff --git a/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/BackpackSystem.cs.meta b/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/BackpackSystem.cs.meta deleted file mode 100644 index 7afad97c..00000000 --- a/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/BackpackSystem.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: b8ff176ae6c541f4ea342b7341b7b428 -timeCreated: 1492087005 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/BackpackWindow.cs b/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/BackpackWindow.cs deleted file mode 100644 index ed185ee3..00000000 --- a/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/BackpackWindow.cs +++ /dev/null @@ -1,819 +0,0 @@ -//********************************************************// -// // -// Copyright © All rights reserved. MyNameIsVoo. 2020. // -// // -// COPYING FORBIDEN // -// // -//********************************************************// - -using System.Collections; -using UnityEngine; -using UnityEngine.UI; - -using ItemsClassList; -using ICWM.Loot; -using ICWM.DragAndDrop; -using ICWM.Enemy; -using ICWM.IconSystem; -using ICWM.HelperSystem; -using ICWM.ItemSystem; -using ICWM.RenderSystem; -using ICWM.StoreSystem; - -namespace ICWM -{ - public class BackpackWindow : BackpackBase - { - #region Attributes - - [Header("Window Attributes")] - public GameObject window; - public GameObject windowRoot; - public GameObject rootIconsSpawn; - public GameObject rootSpawnWeaponModding; - - [SerializeField] private GameObject rootCellsSpawn; - - [Header("RE4 Attributes")] - [SerializeField] private bool RE4_flag_Stash; - [SerializeField] private Transform RE4_planeRoot; - [SerializeField] private GameObject RE4_buttonDropAll; - [SerializeField] private Text RE4_textButtonDropAll; - [SerializeField] private GameObject RE4_titleText; - [SerializeField] private GameObject RE4_rootScrollView; - - // - // - // - - [HideInInspector] public bool isActive; - [HideInInspector] public bool RE4flag = false; // Указывает на то, что в инвентаре RE4 мы будем открывать рюкзак как в инвентаре EFT - [HideInInspector] public ButtonOptions vspButtonOption; // Ссылка на иконку рюкзака - [HideInInspector] public GameObject mBackpackWindow; // To work with the backpack window (a dummy, since its coordinate system must be tied to the parent's coordinate system of this object) - [HideInInspector] public Vector2 windowPosition; - - private bool RE4_isOpenedActiveItem; - private bool isWindowCreated = false; - private bool isOpenedStashWindow; - - private BackpackInfo backpackInfo; - private UpdateAssistent updateAssistent; - - public ItemList CL = new ItemList(); - public static BackpackWindow instance; - - #endregion - - private BackpackWindow() - { - updateAssistent = new UpdateAssistent(this); - backpackInfo = new BackpackInfo(); - backpackInfo.InitTacticalRigAndPocketsCells(); - backpackInfo.Reset(); - } - - private void Start() - { - instance = this; - } - - private void Update() - { - if(isWindowCreated == false) - CreateWindow(); - } - - #region OVERRIDE - - public override void CloseIndicesTacticalRigPockets(ItemList cl, bool isUpdateText = true) - { - ChangeStateOfCellIndicesTacticalRigOrPockets(cl, 1, false, isUpdateText); - } - - public override BackpackInfo GetBackpackInfo() - { - return backpackInfo; - } - - public override UpdateAssistent GetUpdateAssistent() - { - return updateAssistent; - } - - #endregion - - #region PUBLIC - - #region Update, ... - - public bool UpdateIconPositionAfterDropInBackpack(Transform newPos, ItemList itemCL, GameObject vsp, Vector2 startPos, bool isPlayerSlot, bool isIconRotated, bool isBackpackSelect, bool isFromEnemySlots, DragHandler.BackpackItemDragged itemDragged) - { - bool canChangeItemPlace = false; - - Vector2 startPosIndex; - startPosIndex.x = Mathf.Abs((int)(newPos.localPosition.y / CELL_SIZE)); // Find the location of the icon in the form of an index - startPosIndex.y = Mathf.Abs((int)(newPos.localPosition.x / CELL_SIZE)); - - if (IsBackpackAreaContainsPoint(startPosIndex)) - canChangeItemPlace = CanChangeItemPlace(itemCL, startPosIndex); - - if (BackpackSystem.instance.IsAllowOnlyOneBackpackInBackpack()) - canChangeItemPlace = CheckBackpackInsertItem(itemCL); - - // Move the icon to the new position - if (canChangeItemPlace) - { - // If we drag from the slot for the player or the backpack to the inventory, we need to reassign the parent - // and then only set the position - if (isPlayerSlot || itemDragged == DragHandler.BackpackItemDragged.TACTICALRIG_OR_POCKETS || isBackpackSelect || itemDragged == DragHandler.BackpackItemDragged.STASH || itemDragged == DragHandler.BackpackItemDragged.BACKPACK_WINDOW || itemDragged == DragHandler.BackpackItemDragged.TACTICALRIG_OR_POCKETS_WINDOW || itemCL.idSlotBackpack != -1) - { - SetItemParametersAfterLootBoxDrop(itemCL); - - vsp.transform.SetParent(rootIconsSpawn.transform); - itemCL.idSlotBackpack = -1; // We say, now it is not in backpack - itemCL.newIDSlotBackpack = -1; - if (itemDragged == DragHandler.BackpackItemDragged.TACTICALRIG_OR_POCKETS || isBackpackSelect || isPlayerSlot || itemDragged == DragHandler.BackpackItemDragged.BACKPACK_WINDOW || itemDragged == DragHandler.BackpackItemDragged.TACTICALRIG_OR_POCKETS_WINDOW) - { - // Those. If we throw off into the backpack || tactical rig - // Need to restore the size of the icon - if (itemCL.IsBackpackItemSlot() || itemCL.IsRenderItem() - || itemCL.tagItem == ItemList.TagItems.BODYHEADSET || itemCL.tagItem == ItemList.TagItems.BODYGOGGLES - || itemCL.tagItem == ItemList.TagItems.BODYHELMET || itemCL.tagItem == ItemList.TagItems.BODYARMOR) - { - if (!itemCL.itWasRotated) - { - vsp.GetComponent().sizeDelta = itemCL.indexPos60x60 * CELL_SIZE; - vsp.transform.localScale = Vector3.one; - vsp.GetComponentInChildren().Icon.GetComponent().sizeDelta = itemCL.indexPos60x60 * CELL_SIZE; - } - } - } - } - - // It's hard to understand what I'm doing here - int iconCoordX = GetIconOffsetXCoord(itemCL.tagSize, itemCL.indexPos60x60); - vsp.transform.localPosition = backpackInfo.cellPositionsInBackpack[(int)(startPosIndex.x), (int)(startPosIndex.y - iconCoordX)]; // Rearrange - - if (isIconRotated) - { - itemCL.itWasRotated = itemCL.itWasRotated ? false : true; - - vsp = CreateNewItemIconInBackpack(vsp, vsp.GetComponentInChildren().CL, itemCL.indexPos60x60, backpackInfo.cellPositionsInBackpack[(int)(startPosIndex.x), (int)(startPosIndex.y - iconCoordX)], newPos.localRotation, rootIconsSpawn.transform); - - if (BackpackSystem.instance.RE4O_IsActive() && CL.isEquip && (itemCL.IsRenderItem() || itemCL.tagItem == ItemList.TagItems.BODYHEADSET || itemCL.tagItem == ItemList.TagItems.BODYGOGGLES || itemCL.tagItem == ItemList.TagItems.BODYHELMET || itemCL.tagItem == ItemList.TagItems.BODYARMOR)) - PlayerSystem.instance.UpdateSlotsRE4(vsp, CL); - } - - if (!isPlayerSlot && itemDragged != DragHandler.BackpackItemDragged.TACTICALRIG_OR_POCKETS && !isBackpackSelect && itemDragged != DragHandler.BackpackItemDragged.STASH && itemDragged != DragHandler.BackpackItemDragged.BACKPACK_WINDOW && itemDragged != DragHandler.BackpackItemDragged.TACTICALRIG_OR_POCKETS_WINDOW) // If it's not a player's slot and not a backpack slot (that is, if we drag out a player's slot into the inventory) - we do not need to reset the old position, it's not just - { - Vector2 indexOpen; - indexOpen.x = Mathf.Round(Mathf.Abs(startPos.y / CELL_SIZE)); - indexOpen.y = Mathf.Round(Mathf.Abs(startPos.x / CELL_SIZE)); - - int indexX = isIconRotated ? (int)itemCL.indexPos60x60.x : (int)itemCL.indexPos60x60.y; - int indexY = isIconRotated ? (int)itemCL.indexPos60x60.y : (int)itemCL.indexPos60x60.x; - - for (int k = (int)indexOpen.x; k < (int)indexOpen.x + indexX; k++) - for (int l = (int)indexOpen.y; l < (int)indexOpen.y + indexY; l++) - backpackInfo.closeIndicesBackpack[k, l] = 0; - - Debug.Break(); - } - - if (isPlayerSlot || itemDragged == DragHandler.BackpackItemDragged.TACTICALRIG_OR_POCKETS || isBackpackSelect || itemDragged == DragHandler.BackpackItemDragged.STASH || itemDragged == DragHandler.BackpackItemDragged.BACKPACK_WINDOW || itemDragged == DragHandler.BackpackItemDragged.TACTICALRIG_OR_POCKETS_WINDOW) - CloseIndicesBackpackByIconPosition(itemCL.indexPos60x60, vsp.transform.localPosition); - - if (isFromEnemySlots) - { - // Проверяем внутреннии вещи - foreach (ItemList item in itemCL.insertCL) - { - if (item == null) - break; - - if (item.IsRenderItem()) - item.SetItemModdingParameters(false, InventoryBase.instance.RootSpawnWeaponModding.transform); - if (item.destroyItemDrop) - Destroy(item.destroyItemDrop); - } - } - - if (itemDragged == DragHandler.BackpackItemDragged.STASH && LootBase.instance.isLootWindowMode) - { - if (itemCL.IsRenderItem()) - itemCL.SetItemModdingParameters(false, InventoryBase.instance.RootSpawnWeaponModding.transform); - if (itemCL.destroyItemDrop) - Destroy(itemCL.destroyItemDrop); - } - } - else // no place - { - if (isIconRotated) - { - int x = (int)itemCL.indexPos60x60.x; - itemCL.indexPos60x60.x = itemCL.indexPos60x60.y; - itemCL.indexPos60x60.y = x; - itemCL.tagSize = itemCL.GetReverseCurrentSizeTag(); // Changes (invert) the tag size - } - else - itemCL.indexPos60x60 = itemCL.GetIndexPos60x60(); - - return false; - } - - return isIconRotated; - } - - public bool UpdateIconPositionAfterDropOnTacticalRigOrPocketsSlot(GameObject originalItem, ItemList itemCL, bool isIconRotated, Transform startParent, bool isPlayerSlot, DragHandler.BackpackItemDragged itemDragged) - { - if (itemCL.tagItem == ItemList.TagItems.ITEMS || itemCL.IsRenderItem()) // Почему нет Weapon? - { - if (itemCL.newIDSlotBackpack != -1 && itemCL.newIDSlotBackpack > 0) // Check that there are no errors - { - if (itemCL.tagSize == ItemList.SizeIconInventory.Size1x1) - { - if (backpackInfo.closeIndicesTacticalRigAndPockets[itemCL.newIDSlotBackpack - 1] == 0 && backpackInfo.cellSlotsTacticalRigAndPockets[itemCL.newIDSlotBackpack - 1] != null) - { - originalItem.transform.SetParent(backpackInfo.cellSlotsTacticalRigAndPockets[itemCL.newIDSlotBackpack - 1].transform); - originalItem.GetComponentInChildren().CL.idSlotBackpack = itemCL.newIDSlotBackpack - 1; - originalItem.transform.localPosition = Vector3.zero; - - SetItemParametersAfterLootBoxDrop(itemCL); - } - else - { - if (itemCL.idSlotBackpack != -1 && itemCL.idSlotBackpack > 0) - CloseIndicesTacticalRigPockets(itemCL); - - return itemDragged == DragHandler.BackpackItemDragged.STASH; - } - } - else if (itemCL.tagSize == ItemList.SizeIconInventory.Size1x2) - { - if (IsDropItemOnSingleTacticalRigSlot(CL.typeTRStyle, itemCL.newIDSlotBackpack)) - { - if (itemCL.idSlotBackpack != -1 && itemCL.idSlotBackpack > 0) - CloseIndicesTacticalRigPockets(itemCL); - - return itemDragged == DragHandler.BackpackItemDragged.STASH; - } - - if (CL.typeTRStyle == ItemList.TypesOfTRStyles.TYPE04) - { - if ((itemCL.newIDSlotBackpack + 1) % 2 == 2) // Parity check / odd parity (even) - { - if (backpackInfo.closeIndicesTacticalRigAndPockets[itemCL.newIDSlotBackpack - 2] == 0) - { - AttachItemToTacticalRigSlot(originalItem, itemCL, isIconRotated, 1, CL.typeTRStyle); - } - else - { - if (itemCL.idSlotBackpack != -1 && itemCL.idSlotBackpack > 0) - CloseIndicesTacticalRigPockets(itemCL); - - return itemDragged == DragHandler.BackpackItemDragged.STASH; - } - } - else - { - if (backpackInfo.closeIndicesTacticalRigAndPockets[itemCL.newIDSlotBackpack] == 0) - { - AttachItemToTacticalRigSlot(originalItem, itemCL, isIconRotated, 0, CL.typeTRStyle); - } - else - { - if (itemCL.idSlotBackpack != -1 && itemCL.idSlotBackpack > 0) - CloseIndicesTacticalRigPockets(itemCL); - - return itemDragged == DragHandler.BackpackItemDragged.STASH; - } - } - } - else - { - if ((itemCL.newIDSlotBackpack + 1) % 2 == 1) // Parity check / odd parity (even) - { - if (backpackInfo.closeIndicesTacticalRigAndPockets[itemCL.newIDSlotBackpack - 2] == 0) - { - AttachItemToTacticalRigSlot(originalItem, itemCL, isIconRotated, 1, CL.typeTRStyle); - } - else - { - if (itemCL.idSlotBackpack != -1 && itemCL.idSlotBackpack > 0) - CloseIndicesTacticalRigPockets(itemCL); - - return itemDragged == DragHandler.BackpackItemDragged.STASH; - } - } - else - { - if (backpackInfo.closeIndicesTacticalRigAndPockets[itemCL.newIDSlotBackpack] == 0) - { - AttachItemToTacticalRigSlot(originalItem, itemCL, isIconRotated, 0, CL.typeTRStyle); - } - else - { - if (itemCL.idSlotBackpack != -1 && itemCL.idSlotBackpack > 0) - CloseIndicesTacticalRigPockets(itemCL); - - return itemDragged == DragHandler.BackpackItemDragged.STASH; - } - } - } - } - - CloseIndicesTacticalRigPockets(itemCL); - } - else - { - // - // If we drop 1x1 on 1x2 in the backpack, then nothing happens in this case - // You need to close the index below it - // - if (itemDragged != DragHandler.BackpackItemDragged.STASH && !isPlayerSlot && itemCL.newIDSlotBackpack != -1) // If the dragging is not from the inventory and this is not the player's layer - CloseIndicesTacticalRigPockets(itemCL); - } - } - - if (itemDragged == DragHandler.BackpackItemDragged.BACKPACK_WINDOW || itemDragged == DragHandler.BackpackItemDragged.TACTICALRIG_OR_POCKETS_WINDOW) - { - if (itemCL.IsRenderItem()) - itemCL.SetItemModdingParameters(false, InventoryBase.instance.RootSpawnWeaponModding.transform); - } - - // Выполняется только если мы переместили предмет - if (itemDragged == DragHandler.BackpackItemDragged.STASH && LootBase.instance.isLootWindowMode && originalItem.transform.parent != startParent) - { - if (itemCL.IsRenderItem()) - itemCL.SetItemModdingParameters(false, InventoryBase.instance.RootSpawnWeaponModding.transform); - if (itemCL.destroyItemDrop) - Destroy(itemCL.destroyItemDrop); - } - - return false; - } - - #endregion - - #region Buttonm ... - - public void ActionButton(bool state) - { - if (state) - { - Helper.SetTextAlpha(RE4_textButtonDropAll, 0.5f); - - Component[] p = StashSystem.instance.GetRootIconsSpawn().GetComponentsInChildren(typeof(ButtonOptions)); - if (p != null) - { - foreach (ButtonOptions n in p) - ActionDrop(n.CL, n.GetComponentInParent().gameObject); - } - - StartCoroutine(SetActiveButtonText()); - } - } - - #endregion - - #region Set, Get, ... - - public Transform RE4_GetPlaneRoot() - { - return RE4_planeRoot; - } - - public bool RE4_GetIsOpenedActiveItem() - { - return RE4_isOpenedActiveItem; - } - - public void SetSizeWindow() - { - Vector2 sizeOfWindow = StashSystem.instance.GetStashSizeVector() * CELL_SIZE; - - int offset = 0; - if ((InventoryBase.instance.isActiveSpaceButton || InventoryBase.instance.isLootWindowMode) && BackpackSystem.instance.RE4_IsActive()) - { - offset = 50; - RE4_rootScrollView.GetComponent().sizeDelta = new Vector2(-30, -40); - RE4_rootScrollView.GetComponent().anchoredPosition = new Vector2(-12, -34); - } - else - { - offset = 35; - RE4_rootScrollView.GetComponent().sizeDelta = new Vector2(-20, -44); - RE4_rootScrollView.GetComponent().anchoredPosition = new Vector2(-10, -44); - } - - windowRoot.GetComponent().sizeDelta = new Vector2(sizeOfWindow.x + offset, 500f); - window.transform.localPosition = new Vector3(500f, 700f, 0f); - - GetComponent().sizeDelta = new Vector2(sizeOfWindow.x, GetComponent().sizeDelta.y); - window.GetComponent().sizeDelta = new Vector2(sizeOfWindow.x - GetComponent().sizeDelta.y, GetComponent().sizeDelta.y); - - isOpenedStashWindow = true; - isWindowCreated = true; - - RE4_buttonDropAll.SetActive(true); - - Helper.SetTextAlpha(RE4_textButtonDropAll, 1f); - } - - public void SetActiveWindowCreated(bool isActive) - { - isWindowCreated = isActive; - } - - public void RE4_SetIsOpenedActiveItem(bool isActive) - { - RE4_isOpenedActiveItem = isActive; - } - - #endregion - - #region Close, Reset, Destroy, ... - - public void CloseWindowForActiveBackpackWindow() - { - BackpackSystem.instance.RE4_ResetStateContent(true, CL.tagItem); - CL.isOpen = false; - BackpackSystem.instance.CloseBackpackWindowSlot(window); - Destroy(window); - } - - public void CloseWindow(bool state) - { - if (state) - { - if (RE4_flag_Stash) - { - if (InventoryBase.instance.isActiveSpaceButton) // Only for Space Button - { - // Перед тем как закрыть окно Space избавимся от предметов, которые внутри - Component[] p = StashSystem.instance.GetRootIconsSpawn().GetComponentsInChildren(typeof(Slot)); - if (p != null) - { - foreach (Slot n in p) - ActionDrop(n.GetComponentInChildren().CL, n.gameObject); - } - } - - isWindowCreated = false; - window.SetActive(false); - - if (InventoryBase.instance.isActiveSpaceButton) - { - InventoryBase.instance.isActiveSpaceButton = false; - if (InventoryBase.instance.hideStash) - InventoryBase.instance.hideStash = false; - } - - RE4_titleText.SetActive(false); - RE4_buttonDropAll.SetActive(false); - - if (isOpenedStashWindow) // We need to clear the stash from items - StashSystem.instance.CloseStash(); - } - else - { - if (!BackpackSystem.instance.RE4_IsActive() || RE4flag) - { - if (backpackInfo.isActiveBackpack) - SaveItems(); - else if (backpackInfo.isActiveTacticalRig || backpackInfo.isActivePockets) - SaveItems(1); - } - else - { - BackpackSystem.instance.RE4_ResetStateContent(true, CL.tagItem); - } - - CL.isOpen = false; - BackpackSystem.instance.CloseBackpackWindowSlot(window); - Destroy(window); - } - - ResetWindowParameters(); - RE4flag = false; - } - } - - public void CloseContentWindowRE4(ItemList.TagItems tagItem) - { - BackpackSystem.instance.RE4_ResetStateContent(true, tagItem); - CloseWindow(true); - } - - #endregion - - #endregion - - #region PRIVATE - - #region Create, ... - - private void CreateeBackpackCells(bool isStaticCells) - { - Vector2 SizeBackpack = CL.GetSizeBackpack(); - backpackInfo.rowsBackpack = (int)SizeBackpack.y; - backpackInfo.columnsBackpack = (int)SizeBackpack.x; - backpackInfo.cellPositionsInBackpack = new Vector2[backpackInfo.rowsBackpack, backpackInfo.columnsBackpack]; - - // Background in inventory (grid) - GameObject vspIconItem = BackpackSystem.instance.GetNewBackpackGrid(rootCellsSpawn.transform, CL.GetIndexSizeBackpack()); - vspIconItem.transform.localScale = Vector3.one; - vspIconItem.transform.localPosition = Vector3.zero; - - Vector2 cellPosition = Vector2.one; - if (isStaticCells) - { - for (int i = 0; i < backpackInfo.rowsBackpack; i++) - { - cellPosition.y = -CELL_SIZE * i; - for (int j = 0; j < backpackInfo.columnsBackpack; j++) - { - cellPosition.x = CELL_SIZE * j; - backpackInfo.cellPositionsInBackpack[i, j] = cellPosition; - } - } - } - else - { - backpackInfo.cellSlotsBackpack = new GameObject[backpackInfo.rowsBackpack, backpackInfo.columnsBackpack]; - backpackInfo.closeIndicesBackpack = new int[backpackInfo.rowsBackpack, backpackInfo.columnsBackpack]; - - for (int i = 0; i < backpackInfo.rowsBackpack; i++) - { - cellPosition.y = -CELL_SIZE * i; - for (int j = 0; j < backpackInfo.columnsBackpack; j++) - { - cellPosition.x = CELL_SIZE * j; - backpackInfo.cellPositionsInBackpack[i, j] = cellPosition; - - backpackInfo.cellSlotsBackpack[i, j] = BackpackSystem.instance.GetNewCell(rootCellsSpawn.transform); - backpackInfo.cellSlotsBackpack[i, j].transform.localScale = Vector3.one; - backpackInfo.cellSlotsBackpack[i, j].transform.localPosition = new Vector3(cellPosition.x, cellPosition.y, 0f); - backpackInfo.cellSlotsBackpack[i, j].GetComponent().indexI = i; - backpackInfo.cellSlotsBackpack[i, j].GetComponent().indexJ = j; - - backpackInfo.closeIndicesBackpack[i, j] = 0; - } - } - updateAssistent.UpdateIconTextBackpack(); - } - - BackpackSystem.instance.isOpenBackpackWindow = true; - } - - private void CreateWindow() - { - if (!RE4_flag_Stash && BackpackSystem.instance.RE4_IsActive() && !RE4flag) // - { - isWindowCreated = true; - - CL.isOpen = true; // we can not open it until we close it - } - else if (RE4_flag_Stash && BackpackSystem.instance.RE4_IsActive() && !RE4flag) // Loot Box - { - // adjust the size of window - Vector2 Size; - if (InventoryBase.instance.hideStash) // Space // Maybe delete this - { - Size = StashSystem.instance.GetStashSizeVector() * CELL_SIZE; - windowRoot.GetComponent().sizeDelta = new Vector2(Size.x + 35, 500f); // Fixed size and local position - window.transform.localPosition = new Vector3(500f, 700f, 0f); - } - else // Loot - { - Size = StashSystem.instance.referenceToOpenedLootBox.GetSizeVectorLoot() * CELL_SIZE; - windowRoot.GetComponent().sizeDelta = new Vector2(Size.x + 35, Size.y + 78); - } - - isOpenedStashWindow = true; - - CL.isOpen = true; // we can not open it until we close it - - RE4_titleText.SetActive(true); - - GetComponent().sizeDelta = new Vector2(Size.x, GetComponent().sizeDelta.y); - window.GetComponent().sizeDelta = new Vector2(Size.x - GetComponent().sizeDelta.y, GetComponent().sizeDelta.y); - - isWindowCreated = true; - } - else if (isActive) - { - CL.isOpen = true; // we can not open it until we close it - - if (backpackInfo.isActiveBackpack) - { - // adjust the size of window - Vector2 Size = CL.GetSizeBackpack() * CELL_SIZE; - GetComponent().sizeDelta = new Vector2(Size.x, GetComponent().sizeDelta.y); - window.GetComponent().sizeDelta = new Vector2(Size.x - GetComponent().sizeDelta.y, GetComponent().sizeDelta.y); - windowRoot.GetComponent().sizeDelta = new Vector2(Size.x + 10, Size.y + 25); // Offset - left, right, top, buttom с учетом стенок - } - - window.transform.localPosition = windowPosition; - - if (backpackInfo.isActiveBackpack) - { - if (BackpackSystem.instance.GetBackpackWindowMode() == BackpackSystem.BackpackWindowMode.STATIC || (StoreBase.instance && StoreBase.instance.isActive)) - CreateeBackpackCells(true); - else if (BackpackSystem.instance.GetBackpackWindowMode() == BackpackSystem.BackpackWindowMode.DYNAMIC) - CreateeBackpackCells(false); - - LoadBackpackWindowIcons(); - } - else if (backpackInfo.isActiveTacticalRig) - { - RebuildTacticalRigPackges(CL.typeTRStyle, null, rootCellsSpawn.transform); - LoadTacticalRigOrPocketsItems(ItemList.TagItems.BODYTACTICALRIG); - } - else if (backpackInfo.isActivePockets) - { - BuildPocketsPackage(CL.pocketSlots, MAX_AMOUNT_SLOTS, rootCellsSpawn.transform); - LoadTacticalRigOrPocketsItems(ItemList.TagItems.BODYPOCKETS); - } - - isWindowCreated = true; - } - } - - #endregion - - #region Load, ... - - private void LoadBackpackWindowIcons() - { - if (CL.insertCL != null && CL.insertCL.Length > 0) - { - int i = 0; - foreach (ItemList cl in CL.insertCL) // We go through the entire list and create icons in the inventory - { - if (cl == null) - break; - - LoadBackpackItem(cl, CL.startPositionInBackpack[i], rootIconsSpawn.transform); - - i++; - } - - updateAssistent.UpdateIconTextBackpack(); - } - } - - private void LoadTacticalRigOrPocketsItems(ItemList.TagItems itemTag) - { - if (itemTag == ClassList.TagItems.BODYTACTICALRIG || itemTag == ClassList.TagItems.BODYPOCKETS) - { - if (CL.insertCL != null && CL.insertCL.Length > 0) - { - foreach (ItemList cl in CL.insertCL) - { - if (cl == null) - break; - - LoadTacticalRigOrPocketsItem(cl); - } - } - - updateAssistent.UpdateIconTextForTacPoc(); - } - } - - #endregion - - #region Save, ... - - // 0 - Backpack - // 1 - Tactical Rig || Pockets - private void SaveItems(int flag = 0) - { - // - // Save Item into Backpack - // - - Component[] p = rootIconsSpawn.GetComponentsInChildren(typeof(DragHandler), true); - - if (flag == 0) - { - if (p != null) - { - CL.insertCL = new ItemList[backpackInfo.rowsBackpack * backpackInfo.columnsBackpack]; - CL.startPositionInBackpack = new Vector2[backpackInfo.rowsBackpack * backpackInfo.columnsBackpack]; - - int count = 0; - foreach (DragHandler n in p) - { - CL.insertCL[count] = n.GetComponentInChildren().CL; - CL.startPositionInBackpack[count] = n.GetComponent().startPos; - - if (n.GetComponentInChildren().CL.IsRenderItem()) - CL.insertCL[count].renderItemMat = n.GetComponentInChildren().Icon.material; - - n.GetComponentInChildren().CL.SetItemModdingParameters(false, InventoryBase.instance.RootAttachNotVisible.transform); - - count++; - } - } - } - else if (flag == 1) // Tactical Rig - { - if (p != null) - { - CL.insertCL = new ItemList[10]; // size of the tactical rig - - int count = 0; - foreach (DragHandler n in p) - { - CL.insertCL[count] = n.GetComponentInChildren().CL; - - if (n.GetComponentInChildren().CL.IsRenderItem()) - CL.insertCL[count].renderItemMat = n.GetComponentInChildren().Icon.material; - - n.GetComponentInChildren().CL.SetItemModdingParameters(false, InventoryBase.instance.RootAttachNotVisible.transform); - - count++; - } - } - } - } - - #endregion - - #region Set, Get, ... - - private IEnumerator SetActiveButtonText() - { - yield return new WaitForSeconds(2f); - - Helper.SetTextAlpha(RE4_textButtonDropAll, 1f); - } - - #endregion - - #region Close, Reset, Destroy, ... - - private void ResetWindowParameters() - { - if (vspButtonOption) - vspButtonOption.ActivateIcon(); - - backpackInfo.Reset(); - isActive = false; - } - - #endregion - - #region Helper, ... - - private void ActionDrop(ItemList itemCL, GameObject item) - { - GameObject itemSpawnInWorld = (GameObject)Instantiate(InventoryBase.instance.ItemsDropPrefab, InventoryBase.instance.RootItemsSpawnInWorld.transform); - itemSpawnInWorld.GetComponent().localScale = Vector3.one; - itemSpawnInWorld.GetComponent().position = InventoryBase.instance.SpawnPointItems.transform.position; - itemSpawnInWorld.GetComponent().isSpawnFromInventory = true; // We say that from the inventory - - itemCL.SetItemModdingParameters(true, itemSpawnInWorld.transform); - - // we need to update the model before the release - if (itemCL.IsRenderItem()) - { - if (itemCL.isEnemyItem) - PlayerEnemySystem.instance.isDropWeapon = true; - else - PlayerSystem.instance.isDropWeapon = true; - - Component[] p = itemSpawnInWorld.GetComponentsInChildren(typeof(Helpers), true); - if (p != null) - foreach (Helpers g in p) - g.IsNotModdingMode = true; - } - - Helper.SetItemLayerGroup(itemSpawnInWorld, "Default"); - - // Before removing and deleting the icon, we release the space under it - StashSystem.instance.OpenIndicesBackpackByIconPosition(itemCL.indexPos60x60, item.GetComponent().startPos); - StashSystem.instance.GetUpdateAssistent().UpdateIconTextBackpack(); - - // We will restore their initial parameters (these are the sizes) - if (itemCL.tagSize != itemCL.baseTagSize) - { - itemCL.tagSize = itemCL.baseTagSize; - itemCL.indexPos60x60 = itemCL.GetIndexPos60x60(); - } - - itemSpawnInWorld.GetComponent().CL = itemCL; - - itemSpawnInWorld.GetComponent().velocity = InventoryBase.instance.m_Player.GetComponentInChildren().transform.TransformDirection(Vector3.forward * InventoryBase.instance.PlayerStatistics.forceDropItems); - itemSpawnInWorld.GetComponent().AddForce(InventoryBase.instance.m_Player.GetComponentInChildren().transform.forward * InventoryBase.instance.PlayerStatistics.forceDropItems); - - Destroy(item); - } - - #endregion - - #endregion - } -} diff --git a/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/BackpackWindow.cs.meta b/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/BackpackWindow.cs.meta deleted file mode 100644 index 108e95fb..00000000 --- a/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/BackpackWindow.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 967855af81625be45afb9c2a5c7f9394 -timeCreated: 1494691972 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/Sorting.meta b/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/Sorting.meta deleted file mode 100644 index a3823c1f..00000000 --- a/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/Sorting.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: f0cbaed797c948840975dc48b44fea3c -folderAsset: yes -timeCreated: 1509957343 -licenseType: Store -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/Sorting/SortingButtons.cs b/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/Sorting/SortingButtons.cs deleted file mode 100644 index b0236f4c..00000000 --- a/Assets/Inventory System/ICWM Assets/Inventory/Scripts/BackpackSystem/Sorting/SortingButtons.cs +++ /dev/null @@ -1,428 +0,0 @@ -//********************************************************// -// // -// Copyright © All rights reserved. MyNameIsVoo. 2020. // -// // -// REPRODUCTION FORBIDEN // -// // -//********************************************************// - -using UnityEngine; -using UnityEngine.UI; - -using ItemsClassList; -using ICWM.DragAndDrop; -using ICWM.IconSystem; -using ICWM.StoreSystem; - -namespace ICWM -{ - public class SortingButtons : MonoBehaviour - { - #region Attributes - - [SerializeField] private bool isStashButtons; - [SerializeField] private bool isStoreButtons; - - // - // 0 - All - // 1 - Weapon - // 2 - Pistol - // 3 - Knife - // 4 - Attachment - // 5 - Magazine - // 6 - Bullet - // 7 - Body Items - // 8 - Food - // 9 - Medical - // - [SerializeField] private GameObject[] Buttons; - - private Component[] p; - - #endregion - - #region PUBLIC - - #region Buttons - - public void ActionAll() - { - FindAllItems(); - - if (p != null) - { - foreach (DragHandler n in p) - DarkenIcons(n, true); - } - } - - public void ActionWeapons() - { - FindAllItems(); - - if (p != null) - { - foreach (DragHandler n in p) - DarkenIcons(n, true); - - foreach (DragHandler n in p) - { - if (n && n.GetComponentInChildren()) - { - if (n.GetComponentInChildren().CL.sortingType == ItemList.SortingTypeOfItems.WEAPON) - continue; - else - DarkenIcons(n); - } - } - } - } - - public void ActionPistol() - { - FindAllItems(); - - if (p != null) - { - foreach (DragHandler n in p) - DarkenIcons(n, true); - - foreach (DragHandler n in p) - { - if (n && n.GetComponentInChildren()) - { - if (n.GetComponentInChildren().CL.sortingType == ItemList.SortingTypeOfItems.PISTOL) - continue; - else - DarkenIcons(n); - } - } - } - } - - public void ActionKnives() - { - FindAllItems(); - - if (p != null) - { - foreach (DragHandler n in p) - DarkenIcons(n, true); - - foreach (DragHandler n in p) - { - if (n && n.GetComponentInChildren()) - { - if (n.GetComponentInChildren().CL.sortingType == ItemList.SortingTypeOfItems.KNIFE) - continue; - else - DarkenIcons(n); - } - } - } - } - - public void ActionAttachments() - { - FindAllItems(); - - if (p != null) - { - foreach (DragHandler n in p) - DarkenIcons(n, true); - - foreach (DragHandler n in p) - { - if (n && n.GetComponentInChildren()) - { - if (n.GetComponentInChildren().CL.sortingType == ItemList.SortingTypeOfItems.ATTACHMENT) - continue; - else - DarkenIcons(n); - } - } - } - } - - public void ActionMagazine() - { - FindAllItems(); - - if (p != null) - { - foreach (DragHandler n in p) - DarkenIcons(n, true); - - foreach (DragHandler n in p) - { - if (n && n.GetComponentInChildren()) - { - if (n.GetComponentInChildren().CL.sortingType == ItemList.SortingTypeOfItems.MAGAZINE || n.GetComponentInChildren().CL.isMagazine) - continue; - else - DarkenIcons(n); - } - } - } - } - - public void ActionBullet() - { - FindAllItems(); - - if (p != null) - { - foreach (DragHandler n in p) - DarkenIcons(n, true); - - foreach (DragHandler n in p) - { - if (n && n.GetComponentInChildren()) - { - if (n.GetComponentInChildren().CL.sortingType == ItemList.SortingTypeOfItems.BULLET || n.GetComponentInChildren().CL.isBullet) - continue; - else - DarkenIcons(n); - } - } - } - } - - public void ActionBodyItems() - { - FindAllItems(); - - if (p != null) - { - foreach (DragHandler n in p) - DarkenIcons(n, true); - - foreach (DragHandler n in p) - { - if (n && n.GetComponentInChildren()) - { - if (n.GetComponentInChildren().CL.sortingType == ItemList.SortingTypeOfItems.BODYITEM) - continue; - else - DarkenIcons(n); - } - } - } - } - - public void ActionFood() - { - FindAllItems(); - - if (p != null) - { - foreach (DragHandler n in p) - DarkenIcons(n, true); - - foreach (DragHandler n in p) - { - if (n && n.GetComponentInChildren()) - { - if (n.GetComponentInChildren().CL.sortingType == ItemList.SortingTypeOfItems.FOOD) - continue; - else - DarkenIcons(n); - } - } - } - } - - public void ActionMedical() - { - FindAllItems(); - - if (p != null) - { - foreach (DragHandler n in p) - DarkenIcons(n, true); - - foreach (DragHandler n in p) - { - if (n && n.GetComponentInChildren()) - { - if (n.GetComponentInChildren().CL.sortingType == ItemList.SortingTypeOfItems.MEDICAL) - continue; - else - DarkenIcons(n); - } - } - } - } - - #endregion - - #region Set, Get - - public bool IsStash - { - get => isStashButtons; - } - - public bool IsStore - { - get => isStoreButtons; - } - - #endregion - - #region Close, Reset, Destroy, ... - - public void ResetSortingButton(bool flag = false) - { - ActionAll(); - - if (!flag) - SetActiveButtons(); - } - - #endregion - - #endregion - - #region PRIVATE - - #region Set, Get - - private void SetActiveButtons() - { - bool IsWeapon, IsPistol, IsKnife, IsAttach, IsMagazine, IsBullet, IsBody, IsFood, IsMedic; - IsWeapon = IsKnife = IsPistol = IsMagazine = IsBullet = IsFood = IsBody = IsAttach = IsMedic = false; - - for (int i = 1; i < Buttons.Length; i++) - DeactivateButton(i); - - foreach(DragHandler n in p) - { - if (!n || !n.GetComponentInChildren()) - continue; - - if (IsWeapon && IsKnife && IsPistol && IsMagazine && IsBullet && IsFood && IsBody && IsAttach && IsMedic) - break; - - ItemList cl = n.GetComponentInChildren().CL; - - if (cl.sortingType == ItemList.SortingTypeOfItems.WEAPON && !IsWeapon) - { - IsWeapon = true; - ActivateButton(1); - } - else if (cl.sortingType == ItemList.SortingTypeOfItems.PISTOL && !IsPistol) - { - IsPistol = true; - ActivateButton(2); - } - else if (cl.sortingType == ItemList.SortingTypeOfItems.KNIFE && !IsKnife) - { - IsKnife = true; - ActivateButton(3); - } - else if (cl.sortingType == ItemList.SortingTypeOfItems.ATTACHMENT && !IsAttach) - { - IsAttach = true; - ActivateButton(4); - } - else if ((cl.sortingType == ItemList.SortingTypeOfItems.MAGAZINE || cl.isMagazine) && !IsMagazine) - { - IsMagazine = true; - ActivateButton(5); - } - else if ((cl.sortingType == ItemList.SortingTypeOfItems.BULLET || cl.isBullet) && !IsBullet) - { - IsBullet = true; - ActivateButton(6); - } - else if (cl.sortingType == ItemList.SortingTypeOfItems.BODYITEM && !IsBody) - { - IsBody = true; - ActivateButton(7); - } - else if (cl.sortingType == ItemList.SortingTypeOfItems.FOOD && !IsFood) - { - IsFood = true; - ActivateButton(8); - } - else if (cl.sortingType == ItemList.SortingTypeOfItems.MEDICAL && !IsMedic) - { - IsMedic = true; - ActivateButton(9); - } - } - } - - #endregion - - #region Helper - - private void FindAllItems() - { - p = null; - if (isStashButtons) - p = StashSystem.instance.GetRootIconsSpawn().GetComponentsInChildren(typeof(DragHandler)); - else if (isStoreButtons) - p = StoreBase.instance.RootIconSpawnAttachments.GetComponentsInChildren(typeof(DragHandler)); - - SetActiveButtons(); - } - - private void DarkenIcons(DragHandler n, bool flag = false) - { - if (!n || !n.GetComponentInChildren() || !n.icon) - return; - - // Если рюкзак открыт - if (n.GetComponentInChildren().CL.IsBackpackItemSlot() && n.GetComponentInChildren().CL.isOpen) - return; - - Color _a = n.icon.GetComponent().color; - - if (flag) - { - _a.a = 1f; - n.icon.GetComponent().color = _a; - if (n.GetComponentInChildren().CL.storeID == -1 && StoreBase.instance && !StoreBase.instance.isActive) // Player slots - n.GetComponentInChildren().SetTextParameters(n.GetComponentInChildren().CL); - else // Store slots - n.GetComponentInChildren().SetTextParameters(n.GetComponentInChildren().CL.statisticList.itemName, n.GetComponentInChildren().CL.purchasePrice.ToString(), StoreBase.instance.NameFontSize, StoreBase.instance.PriceFronSize, n.GetComponentInChildren().CL.statisticList.GetTypeOfMoney()); - n.GetComponentInChildren().isInactive = false; - n.gameObject.GetComponent().blocksRaycasts = true; - return; - } - - // - // Darken the original icon - // - _a.a = 0.25f; - n.icon.GetComponent().color = _a; - n.GetComponentInChildren().SetTextParameters(null, true); - n.GetComponentInChildren().isInactive = true; - n.gameObject.GetComponent().blocksRaycasts = false; - } - - private void ActivateButton(int index) - { - Color _a = Buttons[index].GetComponent().GetComponent().color; - _a.a = 1.0f; - Buttons[index].GetComponent().GetComponent().color = _a; - - Buttons[index].GetComponent