player loot box and other bug fixes
This commit is contained in:
parent
e596cb5983
commit
9de7b71cf4
@ -180,22 +180,23 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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width: 1
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height: 1
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image: {fileID: 1566954026795457554}
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useImageAsSlotHolder: 0
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image: {fileID: 0}
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grid: {fileID: 0}
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CellInUse: 0
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StackItemsOnSlot: 0
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groupSlot: {fileID: 0}
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cellX: 0
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cellY: 0
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EquipSlot: 0
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LinkedSlots: []
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FitItemImageInSlotImage: 0
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IgnoreItemSize: 0
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AllowedItemTags:
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DisallowedItemTags:
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HasSlotsBelongingToItem: []
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limitStackSlot: {fileID: 0}
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limitStackSlotManager: {fileID: 0}
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HasSlotsBelongingToItem: []
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imageScale: 1
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AllowedItemTags:
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DroppedOnFrame: 0
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LinkedSlots: []
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groupSlots: []
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grid: {fileID: 0}
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CellInUse: 0
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imageScale: 1
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StackItemsOnSlot: 0
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--- !u!114 &8393752999242408984
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MonoBehaviour:
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m_ObjectHideFlags: 0
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|
2135
Assets/Inventory System/Prefabs/UI Windows/Storage Window.prefab
Normal file
2135
Assets/Inventory System/Prefabs/UI Windows/Storage Window.prefab
Normal file
File diff suppressed because it is too large
Load Diff
@ -1,6 +1,6 @@
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fileFormatVersion: 2
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guid: 7032d000d3add4948ae9729fff4b493a
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DefaultImporter:
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guid: da7a26b146274ee4783989b1ee055931
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
|
@ -1,4 +1,4 @@
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using System.Collections;
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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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@ -7,14 +7,15 @@ namespace SimpleInventorySystem
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public class Inventory : MonoBehaviour
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{
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// Start is called before the first frame update
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public List<Item> items;
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public bool hasBeenLooted = false;
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public List<GameObject> prefabs;
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[HideInInspector] public List<ItemUI> itemUIs;
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//[SerializeField] private Slot[] slots;
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void Start()
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{
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itemUIs = new List<ItemUI>();
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}
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// Update is called once per frame
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@ -22,5 +23,55 @@ namespace SimpleInventorySystem
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{
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}
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/// <summary>
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/// Instantiates the item prefab first and calls necessary stuff.
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/// </summary>
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public void Loot()
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{
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if (!hasBeenLooted && prefabs != null)
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{
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for (int i = 0; i < prefabs.Count; i++)
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{
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if (prefabs[i] == null)
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{
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prefabs.Remove(prefabs[i]);
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}
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else
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{
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GameObject gObj = Instantiate(prefabs[i]);
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ItemUI item = gObj.GetComponentInChildren<ItemUI>();
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if(item != null)
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{
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item.gameObject.SetActive(true);
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AddOwnership(item, this);
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//item.transform.SetParent(transform, true);
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item.InitializeImageSize();
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item.ResetTransform();
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//gObj.transform.SetParent(item.transform, true);
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gObj.SetActive(false);
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}
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}
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}
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hasBeenLooted = true;
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}
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else
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{
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hasBeenLooted = true;
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}
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}
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public void RemoveOwnership(ItemUI item, Inventory newOwnerInventory)
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{
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item.Inventory = newOwnerInventory;
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//items.Remove(item.pickUp.ItemGameObject);
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itemUIs.Remove(item);
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newOwnerInventory.AddOwnership(item, this);
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}
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public void AddOwnership(ItemUI item, Inventory oldOwnerInventory)
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{
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//items.Add(item.pickUp.ItemGameObject);
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itemUIs.Add(item);
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}
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}
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}
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@ -77,6 +77,50 @@ namespace SimpleInventorySystem
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{
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return slot.GetItemUI() != null;
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}
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public bool DropOntoSlot(ItemUI item)
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{
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return item.ItemTag == itemTag && slot != null && (!HasSlotOccupied() || slot.IsStacking()) && slot.DropOntoSlot(item.gameObject);
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}
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public bool CanEquip(ItemUI item)
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{
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return item.ItemTag == itemTag && slot != null && (!HasSlotOccupied() || slot.IsStacking());
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}
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}
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[Serializable]
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public class TagSlotGridPairing
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{
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public ItemTags itemTag;
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public SlotUI slot;
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[HideInInspector] public GridUI grid;
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public bool IsSlotOccupied()
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{
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return slot.GetItemUI() != null;
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}
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public bool DropOntoGrid(ItemUI item)
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{
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//List<GridUI.Cell> cells = new List<GridUI.Cell>();
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//bool canMoveInCells = grid.CanMoveInCells(item, slot, cells);
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bool dropped = CanStore(item) && grid.DropItemOnGrid(item.gameObject);
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Debug.Log("IS:" + dropped);
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return dropped;
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}
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public bool CanStore(ItemUI item)
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{
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bool preliminaryCheck = item != null && (item.ItemTag == itemTag || itemTag == ItemTags.Any) && slot != null && IsSlotOccupied() && slot.GetItemUI().container != null;
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bool slotCheck = preliminaryCheck && slot != null && slot.GetItemUI() != null && slot.GetItemUI().container != null;
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if (!slotCheck)
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return slotCheck;
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grid = slot.GetItemUI().container.GetComponent<GridUI>();
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bool gridCheck = grid != null;
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Debug.Log("IS:" + gridCheck);
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return slotCheck && gridCheck;
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}
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}
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public class InventorySystem : MonoBehaviour, IPointerClickHandler
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@ -111,8 +155,12 @@ namespace SimpleInventorySystem
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public static List<GameObject> hoverResults;
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public Player_IS player;
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public List<TagSlotPairing> TagSlotPairings;
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public List<TagSlotGridPairing> TagSlotGridPairings;
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public List<Rarity> raritiesList;
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[Range(0, 1)] public float ItemBackdropTransparency = .5f;
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public GridUI LootGrid;
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private Inventory LastLootedInventory;
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public GameObject StorageWindowPrefab;
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public enum States { Undefined, Loot, PickUp };
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public States CurrentState = States.Undefined;
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@ -190,9 +238,23 @@ namespace SimpleInventorySystem
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// TODO: Temporary solution. We will need to find the exact player for the client player.
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}
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if(LootGrid == null)
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{
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LootGrid = GetComponentInChildren<GridUI>();
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return false;
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}
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return true;
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}
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public GameObject OpenWindow()
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{
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if(InventorySystem.instance.StorageWindowPrefab.GetComponent<StorageWindowUI>() != null)
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return Instantiate(InventorySystem.instance.StorageWindowPrefab, inventoryUI.transform);
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else
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return null;
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}
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// Update is called once per frame
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void Update()
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{
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@ -296,6 +358,7 @@ namespace SimpleInventorySystem
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Cursor.lockState = CursorLockMode.Confined;
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toolbarEvents.GetComponent<MoveChildrenUI>().MoveToTarget(false, true);
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}
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public void CloseInventory()
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{
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toolbarEvents.GetComponent<MoveChildrenUI>().MoveToSource(true, false);
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@ -304,7 +367,6 @@ namespace SimpleInventorySystem
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InventoryMenuUI.SetActive(false);
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}
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public void OpenContextMenu(MonoBehaviour uiContext)
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{
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if (uiContext.GetType() == typeof(ItemUI))
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@ -355,10 +417,10 @@ namespace SimpleInventorySystem
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CurrentState = States.PickUp;
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DisplayMessageSystem.instance.NameOfItemInWorldWithFocus = response_pickUp.itemUI.itemName;
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Debug.Log("IS: Detecting PickUp");
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//Debug.Log("IS: Detecting PickUp");
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if (interactKeyInput.pressedKey)
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{
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Debug.Log("IS: Pickup handle");
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//Debug.Log("IS: Pickup handle");
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player.HandlePickup(response_pickUp);
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}
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@ -380,7 +442,7 @@ namespace SimpleInventorySystem
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continue; // ignore self
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}
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/*if (response_inventory != null && !InventorySystem.instance.IsUsingInventoryMenuUI())
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if (response_inventory != null && !InventorySystem.instance.IsUsingInventoryMenuUI())
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{
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Debug.Log("Opening Inventory");
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if (interactKeyInput.PressedKey(true))
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@ -388,6 +450,7 @@ namespace SimpleInventorySystem
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OpenInventory();
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LootMenuUI.SetActive(true);
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StatsMenuUI.SetActive(false);
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Loot(response_inventory);
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CurrentState = States.Undefined;
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}
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else if (!InventorySystem.instance.IsUsingInventoryMenuUI())
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@ -400,7 +463,7 @@ namespace SimpleInventorySystem
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CurrentState = States.Undefined;
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LootMenuUI.SetActive(false);
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StatsMenuUI.SetActive(true);
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}*/
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}
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}
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}
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@ -415,6 +478,16 @@ namespace SimpleInventorySystem
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}*/
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}
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public void Loot(Inventory inventory)
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{
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if (inventory != null && inventory != player.inventory && !inventory.hasBeenLooted)
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{
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inventory.Loot();
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Debug.Log($"Looting: {inventory.itemUIs.Count}");
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StartCoroutine(LootGrid.PopulateItemsWithNewInventory(inventory.itemUIs));
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}
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}
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/// <summary>
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/// This can be called to check if player is interacting with the Inventory System's UI
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/// </summary>
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@ -117,13 +117,17 @@ namespace SimpleInventorySystem
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if (InventorySystem.instance.player.AttachItemGameObject(ItemGameObject, itemUI.ItemTag, itemUI))
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{
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Debug.Log("Attached");
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ItemGameObject.layer = LayerMask.NameToLayer("RenderTextureTarget");
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ItemRigidBody.useGravity = false;
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ItemRigidBody.isKinematic = true;
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pickUpCollider.enabled = false;
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pickUpRange.GetComponent<Collider>().enabled = false;
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}
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}
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else if (itemUI.Store())
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{
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Debug.Log("Pickup: Stored");
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}
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// assume there is no tsp, then try to drop in most available backpack slot
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/*else if (PlaceInContainerOfItemInSlot != null)
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{
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@ -18,7 +18,7 @@ namespace SimpleInventorySystem
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// Start is called before the first frame update
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void Start()
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{
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inventory = GetComponent<Inventory>();
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}
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public bool AttachItemGameObject(GameObject go, ItemTags itemTag, ItemUI itemUI)
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@ -51,10 +51,10 @@ namespace SimpleInventorySystem
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public void HandlePickup(PickUp storedPickUp)
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{
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SPU = storedPickUp;
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Debug.Log("Handling Pickup");
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//Debug.Log("Handling Pickup");
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if (storedPickUp != null && pickUpsInRange.Contains(storedPickUp))
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{
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Debug.Log("Picking up" + storedPickUp.name);
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//Debug.Log("Picking up" + storedPickUp.name);
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storedPickUp.PickUpHandler();
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}
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}
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42
Assets/Inventory System/Scripts/UI/ChangeSlotTitle.cs
Normal file
42
Assets/Inventory System/Scripts/UI/ChangeSlotTitle.cs
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@ -0,0 +1,42 @@
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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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using TMPro;
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using System;
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namespace SimpleInventorySystem {
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public class ChangeSlotTitle : MonoBehaviour
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{
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public SlotTitlePair[] SlotTitlePairs;
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public TextMeshProUGUI text;
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private string oldText;
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public void Start()
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{
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oldText = text.text;
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}
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public void ChangeTitle(ItemTags itemTag)
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{
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for(int i = 0; i < SlotTitlePairs.Length; i++)
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{
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if(SlotTitlePairs[i].itemTag == itemTag)
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{
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text.text = SlotTitlePairs[i].title;
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}
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}
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}
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public void ResetTitle()
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{
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text.text = oldText;
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}
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}
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[Serializable]
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public class SlotTitlePair
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{
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public ItemTags itemTag;
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public string title;
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}
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}
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11
Assets/Inventory System/Scripts/UI/ChangeSlotTitle.cs.meta
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11
Assets/Inventory System/Scripts/UI/ChangeSlotTitle.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 2d6be6f480d42d64e9794ec4af9f5d15
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
@ -3,58 +3,63 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using TMPro;
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public class DragWindowUI : MonoBehaviour, IDragHandler, IBeginDragHandler, IEndDragHandler, IPointerDownHandler
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namespace SimpleInventorySystem
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{
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private RectTransform dragRectTransform;
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private Canvas canvas;
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private Image backgroundImage;
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private Color backgroundColor;
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public void OnBeginDrag(PointerEventData eventData)
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public class DragWindowUI : MonoBehaviour, IDragHandler, IBeginDragHandler, IEndDragHandler, IPointerDownHandler
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{
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backgroundColor.a = .4f;
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backgroundImage.color = backgroundColor;
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}
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private RectTransform dragRectTransform;
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private Canvas canvas;
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private Image backgroundImage;
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private Color backgroundColor;
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public TextMeshProUGUI title;
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public void OnDrag(PointerEventData eventData)
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{
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dragRectTransform.anchoredPosition += eventData.delta / canvas.scaleFactor;
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}
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public void OnBeginDrag(PointerEventData eventData)
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{
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backgroundColor.a = .4f;
|
||||
backgroundImage.color = backgroundColor;
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}
|
||||
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||||
public void OnEndDrag(PointerEventData eventData)
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{
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backgroundColor.a = .8f;
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backgroundImage.color = backgroundColor;
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}
|
||||
public void OnDrag(PointerEventData eventData)
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{
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dragRectTransform.anchoredPosition += eventData.delta / canvas.scaleFactor;
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}
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||||
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||||
public void OnPointerDown(PointerEventData eventData)
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||||
{
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dragRectTransform.SetAsLastSibling();
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}
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public void OnEndDrag(PointerEventData eventData)
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||||
{
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backgroundColor.a = .8f;
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backgroundImage.color = backgroundColor;
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}
|
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public void CloseWindow()
|
||||
{
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||||
//Destroy(dragRectTransform.gameObject);
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||||
transform.parent.gameObject.SetActive(false);
|
||||
}
|
||||
public void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
dragRectTransform.SetAsLastSibling();
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
dragRectTransform = transform.parent.GetComponent<RectTransform>();
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||||
backgroundImage = GetComponent<Image>();
|
||||
backgroundColor = backgroundImage.color;
|
||||
}
|
||||
public void CloseWindow()
|
||||
{
|
||||
//Destroy(dragRectTransform.gameObject);
|
||||
transform.parent.gameObject.SetActive(false);
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||||
}
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||||
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// Start is called before the first frame update
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void Start()
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||||
{
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canvas = SimpleInventorySystem.InventorySystem.instance.inventoryUI;
|
||||
}
|
||||
void Awake()
|
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{
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dragRectTransform = transform.parent.GetComponent<RectTransform>();
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backgroundImage = GetComponent<Image>();
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||||
backgroundColor = backgroundImage.color;
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}
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||||
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// Update is called once per frame
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void Update()
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||||
{
|
||||
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// Start is called before the first frame update
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||||
void Start()
|
||||
{
|
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canvas = SimpleInventorySystem.InventorySystem.instance.inventoryUI;
|
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}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
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||||
}
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||||
}
|
@ -16,6 +16,7 @@ namespace SimpleInventorySystem
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||||
public GameObject CellPrefab;
|
||||
public bool generateCells; // will autopopulate grid
|
||||
public SlotUI[] slots;
|
||||
[HideInInspector] public ItemUI associatedItemUI;
|
||||
[SerializeField] public Size gridSize;
|
||||
|
||||
internal void ChangeGridLayoutSize(int rows, int columns)
|
||||
@ -40,6 +41,16 @@ namespace SimpleInventorySystem
|
||||
}
|
||||
private bool cellsInitialized;
|
||||
|
||||
public void SetAssociatedItemUI(ItemUI itemUI)
|
||||
{
|
||||
associatedItemUI = itemUI;
|
||||
}
|
||||
|
||||
public bool IsAssociatedItem(ItemUI itemUI)
|
||||
{
|
||||
return associatedItemUI == itemUI;
|
||||
}
|
||||
|
||||
void SetUpCellsArray()
|
||||
{
|
||||
gridLayout = GetComponent<GridLayoutGroup>();
|
||||
@ -92,23 +103,24 @@ namespace SimpleInventorySystem
|
||||
slot.grid = this;
|
||||
slot.AllowedItemTags = new List<ItemTags>();
|
||||
slot.AllowedItemTags.Add(ItemTags.Any);
|
||||
cells[y, x] = new Cell(x, y, cell.GetComponentInChildren<SlotUI>(), false);
|
||||
cells[y, x].GetSlot().SetCell(cells[y, x]);
|
||||
Debug.Log("Foo: " + (slot == null));
|
||||
Debug.Log("Bar: " + (cells[y, x].GetSlot().cell == null));
|
||||
cells[y, x] = new Cell(x, y, slot, false);
|
||||
//cells[y, x].GetSlot().SetCell(cells[y, x]);
|
||||
//Debug.Log("Foo: " + (slot == null));
|
||||
//Debug.Log("Bar: " + (cells[y, x].GetSlot().cell == null));
|
||||
//cells[y, x].inUse = false;
|
||||
//}
|
||||
}
|
||||
}
|
||||
cellsInitialized = true;
|
||||
|
||||
if (cells != null && cells[0, 0] != null && testItem != null)
|
||||
/*if (cells != null && cells[0, 0] != null && testItem != null)
|
||||
{
|
||||
Debug.Log("Add item");
|
||||
Cell cell = cells[0, 0];
|
||||
GameObject item = Instantiate(testItem);
|
||||
cell.slot.DropOntoSlot(item);
|
||||
//item.transform.SetParent(.gameObject.transform);
|
||||
}
|
||||
}*/
|
||||
|
||||
if (testItems != null)
|
||||
{
|
||||
@ -159,6 +171,54 @@ namespace SimpleInventorySystem
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerator PopulateItemsWithNewInventory(List<ItemUI> items)
|
||||
{
|
||||
Debug.Log("Populating Inventory");
|
||||
|
||||
yield return new WaitForFixedUpdate();
|
||||
|
||||
//InitializeCells();
|
||||
|
||||
int i = 0;
|
||||
int x = 0, y = 0;
|
||||
foreach (ItemUI item in items)
|
||||
{
|
||||
Debug.Log(item.itemName);
|
||||
bool dropped = false;
|
||||
try
|
||||
{
|
||||
do
|
||||
{
|
||||
x = i % gridSize.Width;
|
||||
y = i / gridSize.Width;
|
||||
dropped = cells[y, x].slot.DropOntoSlot(item.gameObject);
|
||||
|
||||
if (!dropped)
|
||||
{
|
||||
//Destroy(item);
|
||||
}
|
||||
else
|
||||
{
|
||||
item.transform.localScale = new Vector3(1, 1, 1);
|
||||
}
|
||||
i++;
|
||||
} while (!dropped);
|
||||
}
|
||||
catch (IndexOutOfRangeException err)
|
||||
{
|
||||
Debug.LogWarning("GridUI: " + x + ", " + y);
|
||||
}
|
||||
if (item == null)
|
||||
{
|
||||
Debug.LogWarning("Could not add all test items");
|
||||
break;
|
||||
}
|
||||
|
||||
// TODO: Make sure this works as expected
|
||||
nextAvailableCellCoords = new Vector2(i % gridSize.Width, i / gridSize.Width);
|
||||
}
|
||||
}
|
||||
|
||||
public bool DropItemOnGrid(GameObject item)
|
||||
{
|
||||
if (item != null)
|
||||
@ -224,6 +284,11 @@ namespace SimpleInventorySystem
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
InitializeCells();
|
||||
}
|
||||
|
||||
void InitializeCells()
|
||||
{
|
||||
if (!generateCells)
|
||||
{
|
||||
@ -290,7 +355,7 @@ namespace SimpleInventorySystem
|
||||
|
||||
public bool CanMoveInCells(ItemUI item, SlotUI slot, List<Cell> occupiedCells = null)
|
||||
{
|
||||
if (slot == null || slot.cell == null || (slot.cell.inUse && (slot.GetItemUI() != null && !slot.GetItemUI().Stackable)))
|
||||
if (slot == null || slot.cell == null || (slot.cell.inUse && (slot.GetItemUI() != null && !slot.GetItemUI().Stackable)) || (associatedItemUI == item))
|
||||
{
|
||||
Debug.Log("GridUI: CanMoveInCells(): " + slot.gameObject.name + ": A" + (slot.cell == null));
|
||||
return false;
|
||||
@ -325,6 +390,8 @@ namespace SimpleInventorySystem
|
||||
Cell cell = cells[slot.cell.Y + h, slot.cell.X + w];
|
||||
if (cell != null && cell.inUse)
|
||||
{
|
||||
Debug.Log(cell != null);
|
||||
Debug.Log(cell.inUse);
|
||||
Debug.Log("GridUI: CanMoveInCells(): " + slot.gameObject.name + ": E");
|
||||
return false;
|
||||
}
|
||||
|
@ -34,8 +34,19 @@ namespace SimpleInventorySystem
|
||||
[HideInInspector] public Canvas canvas;
|
||||
[HideInInspector] public bool PickedUpOnFrame;
|
||||
[HideInInspector] public List<GameObject> ContextWindows = new List<GameObject>();
|
||||
[HideInInspector] public StorageWindowUI StorageWindow;
|
||||
[HideInInspector] public bool IsLinkedSlotClone;
|
||||
[HideInInspector] public LimitStackSlotCapacity limitStackSlotCapacity;
|
||||
|
||||
internal void ResetTransform()
|
||||
{
|
||||
RectTransform rect = GetComponent<RectTransform>();
|
||||
rect.anchorMin = rect.anchorMax = rect.pivot = new Vector2(0, 1);
|
||||
rect.anchoredPosition = new Vector2();
|
||||
imageSizeOnGrid = new Size(width * InventorySystem.instance.DefaultSizeOnGrid.Width, height * InventorySystem.instance.DefaultSizeOnGrid.Height);
|
||||
rect.sizeDelta = new Vector2(imageSizeOnGrid.Width, imageSizeOnGrid.Height);
|
||||
}
|
||||
|
||||
[HideInInspector] public PickUp pickUp;
|
||||
[HideInInspector] public TargetAttachment targetAttachment;
|
||||
// private variables
|
||||
@ -50,6 +61,7 @@ namespace SimpleInventorySystem
|
||||
private Size imageSizeOnGrid;
|
||||
private Orientation imageOrientation = Orientation.Portrait;
|
||||
private RenderItemUIProperty renderProp;
|
||||
public Inventory Inventory;
|
||||
// archived variables
|
||||
//public Item itemPrefab;
|
||||
|
||||
@ -192,10 +204,32 @@ namespace SimpleInventorySystem
|
||||
{
|
||||
foreach (TagSlotPairing tsp in InventorySystem.instance.TagSlotPairings)
|
||||
{
|
||||
if (!tsp.HasSlotOccupied() || tsp.slot.IsStacking())
|
||||
if (!tsp.CanEquip(this))
|
||||
{
|
||||
UnsetSlot();
|
||||
bool value = tsp.slot.DropOntoSlot(gameObject);
|
||||
bool value = tsp.DropOntoSlot(this);
|
||||
if (!value)
|
||||
{
|
||||
ReturnToSlot();
|
||||
}
|
||||
else
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool Store()
|
||||
{
|
||||
foreach (TagSlotGridPairing tsgp in InventorySystem.instance.TagSlotGridPairings)
|
||||
{
|
||||
if (tsgp.CanStore (this))
|
||||
{
|
||||
UnsetSlot();
|
||||
bool value = tsgp.DropOntoGrid(this);
|
||||
if (!value)
|
||||
{
|
||||
ReturnToSlot();
|
||||
@ -238,6 +272,20 @@ namespace SimpleInventorySystem
|
||||
// TODO: this need improvement
|
||||
Equipped = slot.EquipSlot;
|
||||
}
|
||||
|
||||
if (StorageWindow != null && StorageWindow.gameObject.activeSelf)
|
||||
{
|
||||
StorageWindow.dragWindowUI.CloseWindow();
|
||||
}
|
||||
|
||||
if (Inventory == null)
|
||||
{
|
||||
InventorySystem.instance.player.inventory.AddOwnership(this, null);
|
||||
}
|
||||
else if (Inventory != InventorySystem.instance.player.inventory)
|
||||
{
|
||||
Inventory.RemoveOwnership(this, Inventory);
|
||||
}
|
||||
}
|
||||
|
||||
public void GrabAndDragItem()
|
||||
@ -387,17 +435,7 @@ namespace SimpleInventorySystem
|
||||
// Start is called\ before the first frame update
|
||||
void Start()
|
||||
{
|
||||
oldImageSizeDelta = image.rectTransform.sizeDelta;
|
||||
oldSizeDelta = this.rectTransform.sizeDelta;
|
||||
|
||||
if (oldImageSizeDelta == Vector2.zero)
|
||||
{
|
||||
oldImageSizeDelta = oldSizeDelta;
|
||||
}
|
||||
if (oldSizeDelta == Vector2.zero)
|
||||
{
|
||||
oldSizeDelta = oldImageSizeDelta;
|
||||
}
|
||||
InitializeImageSize();
|
||||
// TODO: Possibly have item image scale into slot here.
|
||||
|
||||
imageSizeOnGrid = new Size(width * InventorySystem.instance.DefaultSizeOnGrid.Width, height * InventorySystem.instance.DefaultSizeOnGrid.Height);
|
||||
@ -440,6 +478,21 @@ namespace SimpleInventorySystem
|
||||
}*/
|
||||
}
|
||||
|
||||
public void InitializeImageSize()
|
||||
{
|
||||
oldImageSizeDelta = image.rectTransform.sizeDelta;
|
||||
oldSizeDelta = this.rectTransform.sizeDelta;
|
||||
|
||||
if (oldImageSizeDelta == Vector2.zero)
|
||||
{
|
||||
oldImageSizeDelta = oldSizeDelta;
|
||||
}
|
||||
if (oldSizeDelta == Vector2.zero)
|
||||
{
|
||||
oldSizeDelta = oldImageSizeDelta;
|
||||
}
|
||||
}
|
||||
|
||||
public Orientation ImageOrientation()
|
||||
{
|
||||
return imageOrientation;
|
||||
@ -476,13 +529,18 @@ namespace SimpleInventorySystem
|
||||
{
|
||||
if (cells != null)
|
||||
{
|
||||
Cell previousCell = slot.cell;
|
||||
foreach (Cell cell in cells)
|
||||
{
|
||||
if (cell != null)
|
||||
{
|
||||
SlotUI slot = cell.GetSlot();
|
||||
if (slot != null)// && !slot.useImageAsSlotHolder)
|
||||
slot.HideImage();
|
||||
SlotUI cellSlot = cell.GetSlot();
|
||||
if (cellSlot != null)
|
||||
{
|
||||
Debug.Log(cellSlot.cell.X + ", " + cellSlot.cell.Y + ", " + (cellSlot.image == previousCell.slot.image));
|
||||
// && !slot.useImageAsSlotHolder)
|
||||
cellSlot.HideImage();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -629,6 +687,44 @@ namespace SimpleInventorySystem
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (PointerIsHoveredOver && Input.GetMouseButtonDown(2))
|
||||
{
|
||||
CreateStorageWindow();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void CreateStorageWindow()
|
||||
{
|
||||
if(StorageWindow == null || !StorageWindow.gameObject.activeSelf)
|
||||
{
|
||||
Debug.Log("Opening Window");
|
||||
StorageWindow = InventorySystem.instance.OpenWindow().GetComponent<StorageWindowUI>();
|
||||
if(StorageWindow != null && containerUIPrefab != null && !Equipped)
|
||||
{
|
||||
Debug.Log("Opening Window");
|
||||
if (container == null)
|
||||
{
|
||||
Debug.Log("Creating new");
|
||||
container = Instantiate(containerUIPrefab, StorageWindow.StorageContainer.transform, false);
|
||||
//itemUI.container.name = itemUI.container.name + " " + inCount;
|
||||
container.SetActive(true);
|
||||
StorageWindow.gameObject.SetActive(true);
|
||||
StorageWindow.itemUI = this;
|
||||
container.GetComponentInChildren<GridUI>().SetAssociatedItemUI(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
if(container.transform.parent != StorageWindow.StorageContainer.transform)
|
||||
container.transform.SetParent(StorageWindow.StorageContainer.transform, false);
|
||||
container.SetActive(true);
|
||||
StorageWindow.itemUI = this;
|
||||
StorageWindow.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void DropItemAway()
|
||||
|
@ -32,7 +32,8 @@ namespace SimpleInventorySystem
|
||||
[HideInInspector] public List<GroupSlotUI> groupSlots;
|
||||
[HideInInspector] public GridUI grid;
|
||||
[HideInInspector] public GridUI.Cell cell;
|
||||
[HideInInspector] public bool CellInUse;
|
||||
[HideInInspector] public ChangeSlotTitle changeSlotTitle;
|
||||
public bool CellInUse;
|
||||
[HideInInspector] public float imageScale = 1f; // TODO: See if this is still necessary
|
||||
[HideInInspector] public bool StackItemsOnSlot; // TODO: Figure out if this should be kept hidden
|
||||
|
||||
@ -46,7 +47,7 @@ namespace SimpleInventorySystem
|
||||
{
|
||||
return null;
|
||||
}
|
||||
Debug.Log("Peek: " + stackedItems.Peek().gameObject.name);
|
||||
//Debug.Log("Peek: " + stackedItems.Peek().gameObject.name);
|
||||
return stackedItems.Peek();
|
||||
}
|
||||
}
|
||||
@ -73,7 +74,7 @@ namespace SimpleInventorySystem
|
||||
DropOntoSlot(eventData.pointerDrag);
|
||||
}
|
||||
}*/
|
||||
|
||||
|
||||
public bool AllowedDraggable(GameObject gameObject)
|
||||
{
|
||||
return gameObject.GetComponent<ItemUI>() != null;
|
||||
@ -165,11 +166,14 @@ namespace SimpleInventorySystem
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log(grid);
|
||||
|
||||
bool dropCheck = (grid != null && grid.CanMoveInCells(itemDrop, this, occupiedCells)) ||
|
||||
(grid == null && !cell.inUse && (IgnoreItemSize || (cell.slot.width >= itemDrop.SizeAfterOrientation().Width && !cell.inUse && cell.slot.height >= itemDrop.SizeAfterOrientation().Height)));
|
||||
|
||||
Debug.Log("DropCheck" + (grid == null
|
||||
&& !cell.inUse && (IgnoreItemSize || (cell.slot.width >= itemDrop.SizeAfterOrientation().Width && !cell.inUse && cell.slot.height >= itemDrop.SizeAfterOrientation().Height))));
|
||||
Debug.Log("Drop Check: " + dropCheck);
|
||||
|
||||
//Debug.Log("DropCheck" + (grid == null && !cell.inUse && (IgnoreItemSize || (cell.slot.width >= itemDrop.SizeAfterOrientation().Width && !cell.inUse && cell.slot.height >= itemDrop.SizeAfterOrientation().Height))));
|
||||
|
||||
/*Debug.Log("GridUI: DropOntoSlot(): " + gameObject.name + ": " + "dropCheck: " + dropCheck);
|
||||
Debug.Log("GridUI: DropOntoSlot(): " + gameObject.name + ": " + "allowed: " + allowed);*/
|
||||
@ -178,7 +182,7 @@ namespace SimpleInventorySystem
|
||||
{
|
||||
if ((occupiedCells != null && occupiedCells.Count > 1) || StackItemsOnSlot)
|
||||
{
|
||||
//Debug.Log("SlotUI: " + occupiedCells.Count);
|
||||
Debug.Log("SlotUI: " + occupiedCells.Count);
|
||||
itemDrop.SetSlots(occupiedCells);
|
||||
}
|
||||
else
|
||||
@ -197,7 +201,7 @@ namespace SimpleInventorySystem
|
||||
item.GetComponent<RectTransform>().anchoredPosition = GetComponent<RectTransform>().anchoredPosition;
|
||||
//item.GetComponent<RectTransform>().pivot = new Vector2(0, 1);
|
||||
if(FitItemImageInSlotImage)
|
||||
itemDrop.FitImageInSlot(image.GetComponent<RectTransform>().sizeDelta);
|
||||
itemDrop.FitImageInSlot(new Vector2(Math.Abs(image.GetComponent<RectTransform>().sizeDelta.x), Math.Abs(image.GetComponent<RectTransform>().sizeDelta.y)));
|
||||
itemDrop.SetSlot(this);
|
||||
|
||||
stackedItems.Push(itemDrop);
|
||||
@ -263,6 +267,11 @@ namespace SimpleInventorySystem
|
||||
BelongsToItemInSlot.GetItemUI().AddToContainedItems(itemUI);
|
||||
}
|
||||
|
||||
if (changeSlotTitle != null)
|
||||
{
|
||||
changeSlotTitle.ChangeTitle(itemDrop.ItemTag);
|
||||
}
|
||||
|
||||
if (HasSlotsBelongingToItem != null)
|
||||
{
|
||||
foreach (ItemUI i in itemUI.ContainedItems)
|
||||
@ -301,7 +310,7 @@ namespace SimpleInventorySystem
|
||||
|
||||
void Awake()
|
||||
{
|
||||
if (image == null)
|
||||
/*if (image == null)
|
||||
{
|
||||
Image[] images = GetComponentsInChildren<Image>(); // This will retrieve the first instance of an image in the FIRST child with the component
|
||||
//Debug.Log(images.Length);
|
||||
@ -319,7 +328,7 @@ namespace SimpleInventorySystem
|
||||
image = images[0];
|
||||
}
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
if (grid == null)
|
||||
grid = GetComponentInParent<GridUI>();
|
||||
@ -355,6 +364,11 @@ namespace SimpleInventorySystem
|
||||
{
|
||||
limitStackSlotManager = lssm;
|
||||
}
|
||||
|
||||
if (TryGetComponent(out ChangeSlotTitle cst))
|
||||
{
|
||||
changeSlotTitle = cst;
|
||||
}
|
||||
}
|
||||
private void SetRenderItemUIPropertyValue()
|
||||
{
|
||||
@ -443,6 +457,11 @@ namespace SimpleInventorySystem
|
||||
limitStackSlotManager.UnsetStackSlotLimit();
|
||||
}
|
||||
|
||||
if(changeSlotTitle != null)
|
||||
{
|
||||
changeSlotTitle.ResetTitle();
|
||||
}
|
||||
|
||||
foreach (SlotUI linked in LinkedSlots)
|
||||
{
|
||||
linked.RemoveDragDropItem();
|
||||
@ -572,7 +591,8 @@ namespace SimpleInventorySystem
|
||||
{
|
||||
if (image != null)
|
||||
{
|
||||
image.color = new Color(image.color.r, image.color.g, image.color.b, 0);
|
||||
image.color = new Color(image.color.r, image.color.g, image.color.b, 0f);
|
||||
//image.enabled = false;
|
||||
//image.color = new Color(image.color.r, image.color.g, image.color.b, 1);
|
||||
}
|
||||
}
|
||||
|
27
Assets/Inventory System/Scripts/UI/StorageWindowUI.cs
Normal file
27
Assets/Inventory System/Scripts/UI/StorageWindowUI.cs
Normal file
@ -0,0 +1,27 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SimpleInventorySystem
|
||||
{
|
||||
public class StorageWindowUI : MonoBehaviour
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetItem(ItemUI itemUI)
|
||||
{
|
||||
this.itemUI = itemUI;
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Inventory System/Scripts/UI/StorageWindowUI.cs.meta
Normal file
11
Assets/Inventory System/Scripts/UI/StorageWindowUI.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0e9d0435d71802c4387db949c199c1ef
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 26f808e8ee3809c43867c1c1eb226124
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -120,6 +120,756 @@ PrefabInstance:
|
||||
m_Modification:
|
||||
m_TransformParent: {fileID: 4429518671184306}
|
||||
m_Modifications:
|
||||
- target: {fileID: 333249596174248414, guid: 2a58c86d92d197047b24ceb399776b8e,
|
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Load Diff
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assetBundleVariant:
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File diff suppressed because it is too large
Load Diff
@ -28,19 +28,30 @@ public class Display : MonoBehaviour
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{
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_textureDimensions = new Vector2(_display.GetComponent<RawImage>().texture.width,
|
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_display.GetComponent<RawImage>().texture.height);
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_originalRotation = _displayAnchor.GetChild(0).localRotation;
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//_originalRotation = _displayAnchor.GetChild(0).localRotation;
|
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}
|
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|
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// Update is called once per frame
|
||||
void Update()
|
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{
|
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if(_displayAnchor == null && GameObject.FindGameObjectWithTag("Player") != null)
|
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{
|
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_displayAnchor = GameObject.FindGameObjectWithTag("Player").transform;
|
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_camera = _displayAnchor.Find("RenderCamera").GetComponent<Camera>();
|
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_textureDimensions = new Vector2(_display.GetComponent<RawImage>().texture.width,
|
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_display.GetComponent<RawImage>().texture.height);
|
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_originalRotation = _displayAnchor.GetChild(0).localRotation;
|
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}
|
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else
|
||||
{
|
||||
return;
|
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}
|
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|
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Vector3 scaledSizeDelta = _display.sizeDelta * _canvas.scaleFactor;
|
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Vector3 bottomLeftCorner = new Vector3(_display.position.x - (scaledSizeDelta.x / 2),
|
||||
_display.position.y - (scaledSizeDelta.y / 2));
|
||||
|
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CastRay(_camera, bottomLeftCorner, scaledSizeDelta, _textureDimensions);
|
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//CastRay(_camera, bottomLeftCorner, scaledSizeDelta, _textureDimensions);
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externalObjects: {}
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userData:
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assetBundleVariant:
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@ -9,7 +9,7 @@ Material:
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m_PrefabAsset: {fileID: 0}
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m_LightmapFlags: 1
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m_DoubleSidedGI: 0
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@ -25,13 +25,12 @@ Material:
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m_Offset: {x: 0, y: 0}
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m_Floats:
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- _ColorMask: 15
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- _CullMode: 0
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- _FaceDilate: 0
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- _GradientScale: 10
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- _MaskSoftnessX: 0
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- _OutlineWidth: 0.02
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- _PerspectiveFilter: 0.875
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m_EditorClassIdentifier:
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material: {fileID: 2180264}
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materialHashCode: 198912371
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materialHashCode: -1183942120
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m_SourceFontFileGUID: e3265ab4bf004d28a9537516768c1c75
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@ -4606,7 +4605,6 @@ MonoBehaviour:
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m_AtlasTextures:
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- {fileID: 28684132378477856}
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m_AtlasTextureIndex: 0
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m_IsMultiAtlasTexturesEnabled: 0
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m_UsedGlyphRects:
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- m_X: 0
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m_Y: 0
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@ -7800,8 +7798,6 @@ Texture2D:
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m_TextureFormat: 1
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m_MipCount: 1
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m_IsReadable: 0
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m_IgnoreMasterTextureLimit: 0
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m_IsPreProcessed: 0
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m_StreamingMipmaps: 0
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m_StreamingMipmapsPriority: -92
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m_AlphaIsTransparency: 0
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|
@ -14,6 +14,7 @@ TagManager:
|
||||
- Store
|
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- LockBase
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- Fire
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- RenderCamera
|
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layers:
|
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- Default
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- TransparentFX
|
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@ -42,7 +43,7 @@ TagManager:
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- SmallDynamicObjects
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- Effects
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- AiVisibility
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-
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- RenderTextureTarget
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-
|
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-
|
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-
|
||||
|
Loading…
Reference in New Issue
Block a user