Further prototyping for inspection window. added an example for item preview
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@ -295,6 +295,7 @@ namespace SimpleInventorySystem
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public Transform DefaultItemSpawn;
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public Transform DefaultItemSpawn;
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[HideInInspector] public bool IsDraggingItem;
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[HideInInspector] public bool IsDraggingItem;
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public List<GameObject> hResults;
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public List<GameObject> hResults;
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public ItemViewer itemViewer;
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public enum States { Undefined, Loot, PickUp };
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public enum States { Undefined, Loot, PickUp };
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public States CurrentState = States.Undefined;
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public States CurrentState = States.Undefined;
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@ -388,7 +389,13 @@ namespace SimpleInventorySystem
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return Instantiate(InventorySystem.instance.StorageWindowPrefab, inventoryUI.transform);
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return Instantiate(InventorySystem.instance.StorageWindowPrefab, inventoryUI.transform);
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}
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}
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else if(windowType == nameof(InspectionWindowUI) && InventorySystem.instance.InspectionWindowPrefab.GetComponent<InspectionWindowUI>() != null)
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else if(windowType == nameof(InspectionWindowUI) && InventorySystem.instance.InspectionWindowPrefab.GetComponent<InspectionWindowUI>() != null)
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{
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if(itemViewer != null)
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{
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itemViewer.OpenCamera();
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}
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return Instantiate(InventorySystem.instance.InspectionWindowPrefab, inventoryUI.transform);
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return Instantiate(InventorySystem.instance.InspectionWindowPrefab, inventoryUI.transform);
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}
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else
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else
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return null;
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return null;
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}
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}
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24
Assets/Inventory System/Scripts/Inventory/ItemViewer.cs
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24
Assets/Inventory System/Scripts/Inventory/ItemViewer.cs
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@ -0,0 +1,24 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ItemViewer : MonoBehaviour
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{
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public Camera viewerCamera;
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public GameObject cameraHolder;
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public void OpenCamera()
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{
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viewerCamera.gameObject.SetActive(true);
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}
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public void CloseCamera()
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{
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viewerCamera.gameObject.SetActive(false);
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}
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public void Update()
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{
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}
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}
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11
Assets/Inventory System/Scripts/Inventory/ItemViewer.cs.meta
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11
Assets/Inventory System/Scripts/Inventory/ItemViewer.cs.meta
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101
Assets/Inventory System/Scripts/Inventory/MouseOrbitImproved.cs
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101
Assets/Inventory System/Scripts/Inventory/MouseOrbitImproved.cs
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@ -0,0 +1,101 @@
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/*
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Original script from: https://wiki.unity3d.com/index.php/MouseOrbitImproved
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Just a few line modification by me: https://www.youtube.com/channel/UCjAFR8Gm-7GsMvtC_scsp8A/
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*/
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using UnityEngine;
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using System.Collections;
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[AddComponentMenu("Camera-Control/Mouse Orbit with zoom")]
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public class MouseOrbitImproved : MonoBehaviour
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{
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public Transform target;
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public float distance = 5.0f;
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public float xSpeed = 120.0f;
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public float ySpeed = 120.0f;
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public float yMinLimit = -20f;
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public float yMaxLimit = 80f;
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public float distanceMin = .5f;
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public float distanceMax = 15f;
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private Rigidbody rigidbody;
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float x = 0.0f;
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float y = 0.0f;
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bool orbitable;
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// Use this for initialization
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void Start()
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{
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Vector3 angles = transform.eulerAngles;
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x = angles.y;
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y = angles.x;
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rigidbody = GetComponent<Rigidbody>();
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// Make the rigid body not change rotation
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if (rigidbody != null)
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{
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rigidbody.freezeRotation = true;
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}
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}
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void Update()
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{
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/*
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if (Input.GetKeyDown(KeyCode.LeftControl) == true)
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{
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orbitable = true;
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}
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else if (Input.GetKeyUp(KeyCode.LeftControl) == true)
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{
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orbitable = false;
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}
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*/
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if (Input.GetMouseButtonDown(0))
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orbitable = true;
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else if (Input.GetMouseButtonUp(0))
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orbitable = false;
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if (orbitable)
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{
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if (target)
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{
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x += Input.GetAxis("Mouse X") * xSpeed * distance * Time.deltaTime;
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y -= Input.GetAxis("Mouse Y") * ySpeed * Time.deltaTime;
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y = ClampAngle(y, yMinLimit, yMaxLimit);
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Quaternion rotation = Quaternion.Euler(y, x, 0);
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distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") *Time.deltaTime, distanceMin, distanceMax);
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RaycastHit hit;
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if (Physics.Linecast(target.position, transform.position, out hit))
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{
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distance -= hit.distance;
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}
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Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
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Vector3 position = rotation * negDistance + target.position;
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transform.rotation = rotation;
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transform.position = position;
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}
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}
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}
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public static float ClampAngle(float angle, float min, float max)
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{
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if (angle < -360F)
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angle += 360F;
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if (angle > 360F)
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angle -= 360F;
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return Mathf.Clamp(angle, min, max);
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}
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}
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37
Assets/Prefabs/ItemViewerRenderTexture.renderTexture
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37
Assets/Prefabs/ItemViewerRenderTexture.renderTexture
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@ -0,0 +1,37 @@
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Loading…
Reference in New Issue
Block a user