Initial work on Inspector

This commit is contained in:
tonyomendoza 2023-03-15 04:43:15 -07:00
parent f2ccb40938
commit 8f26e24337
25 changed files with 5770 additions and 20 deletions

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@ -291,6 +291,7 @@ namespace SimpleInventorySystem
public GridUI LootGrid;
private Inventory LastLootedInventory;
public GameObject StorageWindowPrefab;
public GameObject InspectionWindowPrefab;
public Transform DefaultItemSpawn;
[HideInInspector] public bool IsDraggingItem;
public List<GameObject> hResults;
@ -380,10 +381,14 @@ namespace SimpleInventorySystem
return true;
}
public GameObject OpenWindow()
public GameObject OpenWindow(string windowType)
{
if(InventorySystem.instance.StorageWindowPrefab.GetComponent<StorageWindowUI>() != null)
return Instantiate(InventorySystem.instance.StorageWindowPrefab, inventoryUI.transform);
if(windowType == nameof(StorageWindowUI) && InventorySystem.instance.StorageWindowPrefab.GetComponent<StorageWindowUI>() != null)
{
return Instantiate(InventorySystem.instance.StorageWindowPrefab, inventoryUI.transform);
}
else if(windowType == nameof(InspectionWindowUI) && InventorySystem.instance.InspectionWindowPrefab.GetComponent<InspectionWindowUI>() != null)
return Instantiate(InventorySystem.instance.InspectionWindowPrefab, inventoryUI.transform);
else
return null;
}

View File

@ -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;
}
}
}

View File

@ -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();
}
}

View 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()
{
}
}
}

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@ -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()
{
}
}

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@ -0,0 +1,11 @@
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@ -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()
{

View File

@ -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;
}
}
}

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@ -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()
{
}
}
}

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