Initial work on Inspector
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Assets/Inventory System/Prefabs/UI Elements/Item Trait.prefab
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Assets/Inventory System/Prefabs/UI Elements/Item Trait.prefab
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@ -291,6 +291,7 @@ namespace SimpleInventorySystem
|
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public GridUI LootGrid;
|
||||
private Inventory LastLootedInventory;
|
||||
public GameObject StorageWindowPrefab;
|
||||
public GameObject InspectionWindowPrefab;
|
||||
public Transform DefaultItemSpawn;
|
||||
[HideInInspector] public bool IsDraggingItem;
|
||||
public List<GameObject> hResults;
|
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@ -380,10 +381,14 @@ namespace SimpleInventorySystem
|
||||
return true;
|
||||
}
|
||||
|
||||
public GameObject OpenWindow()
|
||||
public GameObject OpenWindow(string windowType)
|
||||
{
|
||||
if(windowType == nameof(StorageWindowUI) && InventorySystem.instance.StorageWindowPrefab.GetComponent<StorageWindowUI>() != null)
|
||||
{
|
||||
if(InventorySystem.instance.StorageWindowPrefab.GetComponent<StorageWindowUI>() != null)
|
||||
return Instantiate(InventorySystem.instance.StorageWindowPrefab, inventoryUI.transform);
|
||||
}
|
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else if(windowType == nameof(InspectionWindowUI) && InventorySystem.instance.InspectionWindowPrefab.GetComponent<InspectionWindowUI>() != null)
|
||||
return Instantiate(InventorySystem.instance.InspectionWindowPrefab, inventoryUI.transform);
|
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else
|
||||
return null;
|
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}
|
||||
|
@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Text.RegularExpressions;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SimpleInventorySystem
|
||||
@ -32,6 +33,16 @@ namespace SimpleInventorySystem
|
||||
ShotgunRounds
|
||||
}
|
||||
|
||||
public enum ItemCategory
|
||||
{
|
||||
Gear
|
||||
}
|
||||
|
||||
public enum ItemSubCategory
|
||||
{
|
||||
PlateCarriers
|
||||
}
|
||||
|
||||
public enum RarityType
|
||||
{
|
||||
Common,
|
||||
@ -52,5 +63,19 @@ namespace SimpleInventorySystem
|
||||
public class InventorySystemPreferences
|
||||
{
|
||||
// This class is simply there for convenience. The bulk of this file will contain elements that the game developer or programmer can modify to extend their game.
|
||||
|
||||
|
||||
public static Dictionary<ItemCategory, ItemSubCategory> ItemCategorySubcategoryMapping = new Dictionary<ItemCategory, ItemSubCategory>()
|
||||
{
|
||||
{ ItemCategory.Gear, ItemSubCategory.PlateCarriers }
|
||||
};
|
||||
|
||||
public static string SeparateWords(string input)
|
||||
{
|
||||
string output = input;
|
||||
//Regex.Replace(output, "(\\B[A-Z])", " $1");
|
||||
Regex.Replace(output, "(\\B[A-Z0-9])", " $1");
|
||||
return output;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -52,12 +52,14 @@ namespace SimpleInventorySystem
|
||||
public void OpenInspectionWindow()
|
||||
{
|
||||
Debug.Log("Open");
|
||||
if (inspectItem != null && inspectItem.ItemTag == ItemTags.TacticalRig && inspectItem.Equipped)
|
||||
if (inspectItem != null)
|
||||
{
|
||||
//
|
||||
//(TacticalRigInspectionWindow, InventorySystem.instance.inventoryUI.transform);
|
||||
inspectItem.ContextWindows.Add(TacticalRigInspectionWindow);
|
||||
TacticalRigInspectionWindow.SetActive(true);
|
||||
//inspectItem.ContextWindows.Add(TacticalRigInspectionWindow);
|
||||
//TacticalRigInspectionWindow.SetActive(true);
|
||||
inspectItem.ShowInspectionWindow();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
44
Assets/Inventory System/Scripts/UI/InspectionWindowUI.cs
Normal file
44
Assets/Inventory System/Scripts/UI/InspectionWindowUI.cs
Normal file
@ -0,0 +1,44 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using TMPro;
|
||||
|
||||
namespace SimpleInventorySystem
|
||||
{
|
||||
public class InspectionWindowUI : WindowUI
|
||||
{
|
||||
public TextMeshProUGUI categoryText;
|
||||
public TextMeshProUGUI WeightText;
|
||||
public Button DropButton;
|
||||
public GameObject ItemTraitPrefab;
|
||||
public TextMeshProUGUI ShortDescriptionText;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
if (dragWindowUI != null)
|
||||
{
|
||||
dragWindowUI.title.text = ItemUI.itemName;
|
||||
}
|
||||
if(categoryText != null)
|
||||
{
|
||||
categoryText.text = $"{ItemUI.category} > {ItemUI.subCategory}";
|
||||
}
|
||||
if (WeightText != null)
|
||||
{
|
||||
WeightText.text = $"{ItemUI.weight} Lbs";
|
||||
}
|
||||
if(ShortDescriptionText != null)
|
||||
{
|
||||
ShortDescriptionText.text = $"{ItemUI.shortDescription}";
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 78c694923b39a91489986575c7ed2d33
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
18
Assets/Inventory System/Scripts/UI/ItemTraitUI.cs
Normal file
18
Assets/Inventory System/Scripts/UI/ItemTraitUI.cs
Normal file
@ -0,0 +1,18 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ItemTraitUI : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
11
Assets/Inventory System/Scripts/UI/ItemTraitUI.cs.meta
Normal file
11
Assets/Inventory System/Scripts/UI/ItemTraitUI.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c51e5a15ebe5a1e4fb8b45eda77071df
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -10,7 +10,7 @@ using TMPro;
|
||||
namespace SimpleInventorySystem
|
||||
{
|
||||
[RequireComponent(typeof(RectTransform), typeof(CanvasGroup))]
|
||||
public class ItemUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
|
||||
public class ItemUI : MonoBehaviour//, IPointerEnterHandler, IPointerExitHandler
|
||||
{
|
||||
[Header("Item Attributes")]
|
||||
public string itemName;
|
||||
@ -23,19 +23,27 @@ namespace SimpleInventorySystem
|
||||
public int height;
|
||||
public float weight;
|
||||
public float monetaryValue;
|
||||
public ItemCategory category;
|
||||
public ItemSubCategory subCategory;
|
||||
public string shortDescription;
|
||||
|
||||
[Header("Container Attributes")]
|
||||
public GameObject containerUIPrefab;
|
||||
|
||||
[Header("Nested Item Attributes")]
|
||||
public int NestCapacityWeight;
|
||||
|
||||
[Header("Nested Container Attributes")]
|
||||
public int NestCapacity;
|
||||
public TextMeshProUGUI NestCapacityText;
|
||||
[HideInInspector] public int NestCapacityCount { get; private set; }
|
||||
[Header("Required Component Links")]
|
||||
|
||||
[Header("Component Links")]
|
||||
public Image backdropImage;
|
||||
public RectTransform emptyGridContainer;
|
||||
public TextMeshProUGUI titleText;
|
||||
public TextMeshProUGUI stackText;
|
||||
|
||||
// Hidden public variables
|
||||
[HideInInspector] public bool interactable = true;
|
||||
[HideInInspector] public Canvas overrideSortingCanvas;
|
||||
@ -47,6 +55,7 @@ namespace SimpleInventorySystem
|
||||
[HideInInspector] public bool PickedUpOnFrame;
|
||||
[HideInInspector] public List<GameObject> ContextWindows = new List<GameObject>();
|
||||
[HideInInspector] public StorageWindowUI StorageWindow;
|
||||
[HideInInspector] public InspectionWindowUI InspectionWindow;
|
||||
//[HideInInspector] public LimitStackItemCapacity limitStackItemCapacity;
|
||||
[HideInInspector] public LimitStackItemManager limitStackItemManager;
|
||||
|
||||
@ -943,7 +952,7 @@ namespace SimpleInventorySystem
|
||||
if(IsStorageContainer() && (StorageWindow == null || !StorageWindow.gameObject.activeSelf))
|
||||
{
|
||||
//Debug.Log("Opening Window");
|
||||
StorageWindow = InventorySystem.instance.OpenWindow().GetComponent<StorageWindowUI>();
|
||||
StorageWindow = InventorySystem.instance.OpenWindow(nameof(StorageWindowUI)).GetComponent<StorageWindowUI>();
|
||||
if(StorageWindow != null && containerUIPrefab != null && !Equipped)
|
||||
{
|
||||
//Debug.Log("Opening Window");
|
||||
@ -951,12 +960,26 @@ namespace SimpleInventorySystem
|
||||
if(container.transform.parent != StorageWindow.StorageContainer.transform)
|
||||
container.transform.SetParent(StorageWindow.StorageContainer.transform, false);
|
||||
container.SetActive(true);
|
||||
StorageWindow.itemUI = this;
|
||||
StorageWindow.ItemUI = this;
|
||||
StorageWindow.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ShowInspectionWindow()
|
||||
{
|
||||
if ((InspectionWindow == null || !InspectionWindow.gameObject.activeSelf))
|
||||
{
|
||||
//Debug.Log("Opening Window");
|
||||
InspectionWindow = InventorySystem.instance.OpenWindow(nameof(InspectionWindowUI)).GetComponent<InspectionWindowUI>();
|
||||
if (InspectionWindow != null)
|
||||
{
|
||||
InspectionWindow.ItemUI = this;
|
||||
InspectionWindow.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void CreateStorageContainer()
|
||||
{
|
||||
if (container == null && IsStorageContainer())
|
||||
@ -1009,7 +1032,7 @@ namespace SimpleInventorySystem
|
||||
interactable = value;
|
||||
}
|
||||
|
||||
public void OnPointerExit(PointerEventData eventData)
|
||||
/*public void OnPointerExit(PointerEventData eventData)
|
||||
{
|
||||
//PointerIsHoveredOver = false;
|
||||
}
|
||||
@ -1017,7 +1040,7 @@ namespace SimpleInventorySystem
|
||||
public void OnPointerEnter(PointerEventData eventData)
|
||||
{
|
||||
//PointerIsHoveredOver = true;
|
||||
}
|
||||
}*/
|
||||
|
||||
public bool IsStorageContainer()
|
||||
{
|
||||
|
@ -4,24 +4,22 @@ using UnityEngine;
|
||||
|
||||
namespace SimpleInventorySystem
|
||||
{
|
||||
public class StorageWindowUI : MonoBehaviour
|
||||
public class StorageWindowUI : WindowUI
|
||||
{
|
||||
public GameObject StorageContainer;
|
||||
[HideInInspector] public ItemUI itemUI;
|
||||
public DragWindowUI dragWindowUI;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
if(dragWindowUI != null)
|
||||
{
|
||||
dragWindowUI.title.text = itemUI.itemName;
|
||||
dragWindowUI.title.text = ItemUI.itemName;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetItem(ItemUI itemUI)
|
||||
{
|
||||
this.itemUI = itemUI;
|
||||
this.ItemUI = itemUI;
|
||||
}
|
||||
}
|
||||
}
|
24
Assets/Inventory System/Scripts/UI/WindowUI.cs
Normal file
24
Assets/Inventory System/Scripts/UI/WindowUI.cs
Normal file
@ -0,0 +1,24 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SimpleInventorySystem
|
||||
{
|
||||
public class WindowUI : MonoBehaviour
|
||||
{
|
||||
public DragWindowUI dragWindowUI;
|
||||
[HideInInspector] public ItemUI ItemUI;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Inventory System/Scripts/UI/WindowUI.cs.meta
Normal file
11
Assets/Inventory System/Scripts/UI/WindowUI.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 6d2b4e7fee2c23b4c9969d37367e15a9
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MonoImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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- target: {fileID: 2770326605030914168, guid: 9f005685dc17f4643b4a1156970fe2f6,
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@ -56830,6 +56830,12 @@ PrefabInstance:
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propertyPath: InspectionWindowPrefab
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objectReference: {fileID: 4417106255924003221, guid: 94f7925a9ec6ba94f991f7f462adb6f2,
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- target: {fileID: 2770326605790841688, guid: 9f005685dc17f4643b4a1156970fe2f6,
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propertyPath: pauseMenu
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@ -56978,12 +56984,12 @@ PrefabInstance:
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|
Loading…
Reference in New Issue
Block a user