From cf203a4d8f9dd62c7657a3fe79723c1f085fdaa2 Mon Sep 17 00:00:00 2001 From: tonyomendoza Date: Fri, 3 Feb 2023 17:42:50 -0800 Subject: [PATCH] Inventory fix and fixed item stacking bug --- .../2D Assets/Icons/$temp.meta | 12 - .../Prefabs/Inventory System.prefab | 177 +++- .../Prefabs/Item UI/Consumables.meta | 8 - .../Gear/Backpacks/3_Day_Pack_5x6.prefab | 3 +- .../Gear/Backpacks/Backpack Fix UI.prefab | 1 + .../Gear/Backpacks/Backpack_4x5.prefab | 13 +- .../Prefabs/Item UI/Gear/Headset.meta | 8 - .../Prefabs/Item UI/Gear/Plates.meta | 8 - .../Item UI/Gun Attachments/Foregrips.meta | 8 - .../Item UI/Gun Attachments/Magazines.meta | 8 - .../Gun Attachments/Muzzle Devices.meta | 8 - .../Item UI/Gun Attachments/Optics.meta | 8 - .../Item UI/Guns/AK Platform/Handguards.meta | 8 - .../Guns/AK Platform/Pistol Grips.meta | 8 - .../Item UI/Guns/AK Platform/Stocks.meta | 8 - .../Item UI/Guns/AR Platform/Barrels.meta | 8 - .../Item UI/Guns/AR Platform/Handguards.meta | 8 - .../Guns/AR Platform/Pistol Grips.meta | 8 - .../Item UI/Guns/AR Platform/Stocks.meta | 8 - .../Prefabs/Item UI/Guns/G22.meta | 8 - .../Prefabs/Item UI/Other.meta | 8 - .../Scripts/Inventory/Inventory.cs | 8 +- .../Scripts/Inventory/InventorySystem.cs | 16 +- Assets/Inventory System/Scripts/UI/ItemUI.cs | 26 +- .../Scripts/UI/LinkedSlotUI.cs | 2 +- Assets/Inventory System/Scripts/UI/SlotUI.cs | 84 +- Assets/Items/$Prefabs/Consumables.meta | 8 - .../$Prefabs/Gear/Backpacks/Backpack.prefab | 304 +++--- Assets/Items/$Prefabs/Gear/Headset.meta | 8 - Assets/Items/$Prefabs/Other.meta | 8 - .../MapsModelsImporter/map-0d1klcr.meta | 8 - .../MapsModelsImporter/map-fggisoa.meta | 8 - .../MapsModelsImporter/map2-hws3u1q.meta | 8 - ...Extension_Cinemachine_v1.unitypackage.meta | 7 - ...Extension_InputSystem_v1.unitypackage.meta | 7 - Assets/Save.meta | 8 - Assets/Scenes/Test Scene Tony.unity | 935 ++++++++++++------ .../Basic Motions Pack/Models.meta | 8 - 38 files changed, 1018 insertions(+), 769 deletions(-) delete mode 100644 Assets/Inventory System/2D Assets/Icons/$temp.meta delete mode 100644 Assets/Inventory System/Prefabs/Item UI/Consumables.meta delete mode 100644 Assets/Inventory System/Prefabs/Item UI/Gear/Headset.meta delete mode 100644 Assets/Inventory System/Prefabs/Item UI/Gear/Plates.meta delete mode 100644 Assets/Inventory System/Prefabs/Item UI/Gun Attachments/Foregrips.meta delete mode 100644 Assets/Inventory System/Prefabs/Item UI/Gun Attachments/Magazines.meta delete mode 100644 Assets/Inventory System/Prefabs/Item UI/Gun Attachments/Muzzle Devices.meta delete mode 100644 Assets/Inventory System/Prefabs/Item UI/Gun Attachments/Optics.meta delete mode 100644 Assets/Inventory System/Prefabs/Item UI/Guns/AK Platform/Handguards.meta delete mode 100644 Assets/Inventory System/Prefabs/Item UI/Guns/AK Platform/Pistol Grips.meta delete mode 100644 Assets/Inventory System/Prefabs/Item UI/Guns/AK Platform/Stocks.meta delete mode 100644 Assets/Inventory System/Prefabs/Item UI/Guns/AR Platform/Barrels.meta delete mode 100644 Assets/Inventory System/Prefabs/Item UI/Guns/AR Platform/Handguards.meta delete mode 100644 Assets/Inventory System/Prefabs/Item UI/Guns/AR Platform/Pistol Grips.meta delete mode 100644 Assets/Inventory System/Prefabs/Item UI/Guns/AR Platform/Stocks.meta delete mode 100644 Assets/Inventory System/Prefabs/Item UI/Guns/G22.meta delete mode 100644 Assets/Inventory System/Prefabs/Item UI/Other.meta delete mode 100644 Assets/Items/$Prefabs/Consumables.meta delete mode 100644 Assets/Items/$Prefabs/Gear/Headset.meta delete mode 100644 Assets/Items/$Prefabs/Other.meta delete mode 100644 Assets/Map/Blender/MapsModelsImporter/map-0d1klcr.meta delete mode 100644 Assets/Map/Blender/MapsModelsImporter/map-fggisoa.meta delete mode 100644 Assets/Map/Blender/MapsModelsImporter/map2-hws3u1q.meta delete mode 100644 Assets/NeoFPS/Extensions/NeoFpsExtension_Cinemachine_v1.unitypackage.meta delete mode 100644 Assets/NeoFPS/Extensions/NeoFpsExtension_InputSystem_v1.unitypackage.meta delete mode 100644 Assets/Save.meta delete mode 100644 Assets/Standard Assets/Asset Store Downloads/Basic Motions/Basic Motions Pack/Models.meta diff --git a/Assets/Inventory System/2D Assets/Icons/$temp.meta b/Assets/Inventory System/2D Assets/Icons/$temp.meta deleted file mode 100644 index b3004625..00000000 --- a/Assets/Inventory System/2D Assets/Icons/$temp.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -<<<<<<<< HEAD:Assets/Scenes/Test Scene Tony.unity.meta -guid: 4a48de047d26dda409ce792a321bdff5 -======== -guid: 5c741c4d068619344a3e34e1a352d64b -folderAsset: yes ->>>>>>>> 8ee555dc27d275b48d49de54bbfa341586366f5d:Assets/Inventory System/2D Assets/Icons/$temp.meta -DefaultImporter: - 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prefabs.Remove(prefabs[i]); + //prefabs.Remove(prefabs[i]); + continue; } else { @@ -46,7 +47,8 @@ namespace SimpleInventorySystem gObj.SetActive(true); gObj.transform.position = Vector3.zero; gObj.transform.SetParent(InventorySystem.instance.DefaultItemSpawn, false); - gObj.GetComponent().useGravity = false; + if(gObj.GetComponent() != null) + gObj.GetComponent().useGravity = false; if(item != null) { item.gameObject.SetActive(true); @@ -62,6 +64,7 @@ namespace SimpleInventorySystem Invoke(nameof(HideGameObjects), .1f); } } + Debug.Log(itemUIs.Count); hasBeenLooted = true; itemsHaveBeenInstantiated = true; } @@ -96,6 +99,7 @@ namespace SimpleInventorySystem { //items.Add(item.pickUp.ItemGameObject); itemUIs.Add(item); + //item.Inventory = this; } } } \ No newline at end of file diff --git a/Assets/Inventory System/Scripts/Inventory/InventorySystem.cs b/Assets/Inventory System/Scripts/Inventory/InventorySystem.cs index e9b0c8c3..fcee2d71 100644 --- a/Assets/Inventory System/Scripts/Inventory/InventorySystem.cs +++ b/Assets/Inventory System/Scripts/Inventory/InventorySystem.cs @@ -150,7 +150,11 @@ namespace SimpleInventorySystem private GameObject toolbarEvents; public StandaloneInputModule StandaloneInputModule; public Vector2 MouseInCanvasPosition; - public ItemUI DraggedItem; + private ItemUI draggedItem; + public ItemUI DraggedItem { + set { draggedItem = value; IsDraggingItem = true; } + get { return draggedItem; } + } public ContextMenuManagerUI ContextMenuUI; public static List hoverResults; public Player_IS player; @@ -162,6 +166,7 @@ namespace SimpleInventorySystem private Inventory LastLootedInventory; public GameObject StorageWindowPrefab; public Transform DefaultItemSpawn; + [HideInInspector] public bool IsDraggingItem; public enum States { Undefined, Loot, PickUp }; public States CurrentState = States.Undefined; @@ -259,6 +264,10 @@ namespace SimpleInventorySystem // Update is called once per frame void Update() { + if(DraggedItem == null) + { + IsDraggingItem = false; + } CheckForRequiredComponents(); rotationKeyInput.Update(); @@ -345,6 +354,11 @@ namespace SimpleInventorySystem { if (InventoryMenuUI.activeInHierarchy) { + if(DraggedItem != null) + { + Debug.Log("Return to Slot"); + DraggedItem.ReturnToSlot(true); + } CloseInventory(); } else diff --git a/Assets/Inventory System/Scripts/UI/ItemUI.cs b/Assets/Inventory System/Scripts/UI/ItemUI.cs index d3ea3311..e75bd8bc 100644 --- a/Assets/Inventory System/Scripts/UI/ItemUI.cs +++ b/Assets/Inventory System/Scripts/UI/ItemUI.cs @@ -38,7 +38,6 @@ namespace SimpleInventorySystem [HideInInspector] public bool PickedUpOnFrame; [HideInInspector] public List ContextWindows = new List(); [HideInInspector] public StorageWindowUI StorageWindow; - [HideInInspector] public bool IsLinkedSlotClone; [HideInInspector] public LimitStackSlotCapacity limitStackSlotCapacity; internal void ResetTransform() @@ -429,9 +428,9 @@ namespace SimpleInventorySystem // TODO: Make sure it was dropped somewhere, if not, return it to the original parent - public void ReturnToSlot() + public void ReturnToSlot(bool forceDrop = false) { - if (previousSlot != null && !isDragging) + if (previousSlot != null && (!isDragging || forceDrop)) { //Debug.Log("RETURNED: " + previousSlot.gameObject.name); previousSlot.DropOntoSlot(this.gameObject); @@ -635,14 +634,14 @@ namespace SimpleInventorySystem return; } - if (PointerIsHoveredOver && InventorySystem.instance.DraggedItem == null) + if (PointerIsHoveredOver && !InventorySystem.instance.IsDraggingItem) { if (Input.GetMouseButtonDown(0) && !isDragging && InventorySystem.instance.DraggedItem == null && !slot.DroppedOnFrame) { GrabAndDragItem(); } - if (Input.GetMouseButtonDown(1) && InventorySystem.instance.DraggedItem == null) + if (Input.GetMouseButtonDown(1) && !InventorySystem.instance.IsDraggingItem) { InventorySystem.instance.OpenContextMenu(this); } @@ -660,6 +659,11 @@ namespace SimpleInventorySystem image.maskable = false; } + if(Count <= 0) + { + Destroy(gameObject); + } + if (InventorySystem.instance.PressedKeyRotation(true)) { //Debug.Log("Rotate"); @@ -728,10 +732,20 @@ namespace SimpleInventorySystem container = Instantiate(containerUIPrefab, this.transform, false);// StorageWindow.StorageContainer.transform, false); //itemUI.container.name = itemUI.container.name + " " + inCount; container.GetComponentInChildren().SetAssociatedItemUI(this); - container.SetActive(true); + //container.SetActive(true); // TODO: modify this + StartCoroutine(coroutineA()); } } + IEnumerator coroutineA() + { + // wait for 1 second + Debug.Log("coroutineA created"); + yield return new WaitForEndOfFrame(); + container.SetActive(false); + Debug.Log("coroutineA running again"); + } + public void DropItemAway() { if (pickUp == null) diff --git a/Assets/Inventory System/Scripts/UI/LinkedSlotUI.cs b/Assets/Inventory System/Scripts/UI/LinkedSlotUI.cs index c52374fc..ebad86c3 100644 --- a/Assets/Inventory System/Scripts/UI/LinkedSlotUI.cs +++ b/Assets/Inventory System/Scripts/UI/LinkedSlotUI.cs @@ -14,7 +14,7 @@ namespace SimpleInventorySystem { if(linkedSlot != null) { - linkedSlot.LinkedSlots.Add(GetComponent()); + //linkedSlot.LinkedSlots.Add(GetComponent()); } } diff --git a/Assets/Inventory System/Scripts/UI/SlotUI.cs b/Assets/Inventory System/Scripts/UI/SlotUI.cs index 9daab1c1..9a6c003a 100644 --- a/Assets/Inventory System/Scripts/UI/SlotUI.cs +++ b/Assets/Inventory System/Scripts/UI/SlotUI.cs @@ -8,7 +8,7 @@ using static SimpleInventorySystem.GridUI; namespace SimpleInventorySystem { - public class SlotUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler + public class SlotUI : MonoBehaviour { [Header("Slot Attributes")] public int width; @@ -28,7 +28,6 @@ namespace SimpleInventorySystem [HideInInspector] public LimitStackSlot limitStackSlot; [HideInInspector] public LimitStackSlotManager limitStackSlotManager; [HideInInspector] public bool DroppedOnFrame; - [HideInInspector] public List LinkedSlots = new List(); [HideInInspector] public List groupSlots; [HideInInspector] public GridUI grid; [HideInInspector] public GridUI.Cell cell; @@ -52,7 +51,6 @@ namespace SimpleInventorySystem } } private AppendUI appendUI; - private LinkedSlotUI linkedSlotUI; private bool droppedStackOntoEmptySlot; private RenderItemUIProperty renderProp; private SlotUI BelongsToItemInSlot; @@ -64,27 +62,12 @@ namespace SimpleInventorySystem { return itemUI; } - - /*public void OnDrop(PointerEventData eventData) - { - // - //("OnDrop"); - if (eventData.pointerDrag != null && AllowedDraggable(eventData.pointerDrag)) - { - DropOntoSlot(eventData.pointerDrag); - } - }*/ public bool AllowedDraggable(GameObject gameObject) { return gameObject.GetComponent() != null; } - public bool IsLinkedSlot() - { - return linkedSlotUI != null; - } - public bool DropOntoSlot(GameObject item, bool dropStack = true) { ItemUI itemDrop = item.GetComponent(); @@ -109,18 +92,11 @@ namespace SimpleInventorySystem return false; } - if (IsLinkedSlot()) - { - /*GameObject newItemDrop = Instantiate(item); - itemDrop = newItemDrop.GetComponent(); - itemDrop.IsLinkedSlotClone = true;*/ - } - List occupiedCells = new List(); /// STACKING /// This section concerns item stacks, not slot stacking - if (!itemDrop.IsLinkedSlotClone && ((HasStack() && itemUI != null /*&& itemUI.itemPrefab == itemDrop.itemPrefab*/ && itemUI.itemName == GetItemUI().itemName) || !dropStack)) + if (itemDrop.Stackable && ((HasStack() && itemUI != null /*&& itemUI.itemPrefab == itemDrop.itemPrefab*/ && itemUI.itemName == GetItemUI().itemName) || !dropStack)) { // Debug.Log("Handling Stack"); int maxStackDrop = 1; @@ -217,19 +193,6 @@ namespace SimpleInventorySystem droppedStackOntoEmptySlot = true; } - if (!IsLinkedSlot()) - { - foreach (SlotUI ls in LinkedSlots) - { - if (ls == this) - { - Debug.LogWarning("No self-referencing for this array ;)"); - continue; - } - //ls.DropOntoSlot(item); - } - } - if (grid != null) { grid.HideSlotsOfItem(itemDrop); @@ -312,26 +275,6 @@ namespace SimpleInventorySystem void Awake() { - /*if (image == null) - { - Image[] images = GetComponentsInChildren(); // This will retrieve the first instance of an image in the FIRST child with the component - //// Debug.Log(images.Length); - if (images.Length > 0) - { - if (images[0].transform == transform) - { - if (images.Length > 1) - { - image = images[1]; - } - } - else - { - image = images[0]; - } - } - }*/ - if (grid == null) grid = GetComponentInParent(); @@ -346,11 +289,6 @@ namespace SimpleInventorySystem appendUI = aui; } - if (TryGetComponent(out LinkedSlotUI lui)) - { - linkedSlotUI = lui; - } - if (TryGetComponent(out RenderItemUIProperty rp)) { renderProp = GetComponent(); @@ -464,11 +402,6 @@ namespace SimpleInventorySystem changeSlotTitle.ResetTitle(); } - 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