Inventory fix and fixed item stacking bug
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|
||||
assetBundleVariant:
|
@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8170ea60c9a2c714d870372fb89c306f
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -36,7 +36,8 @@ namespace SimpleInventorySystem
|
||||
{
|
||||
if (prefabs[i] == null)
|
||||
{
|
||||
prefabs.Remove(prefabs[i]);
|
||||
//prefabs.Remove(prefabs[i]);
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -46,6 +47,7 @@ namespace SimpleInventorySystem
|
||||
gObj.SetActive(true);
|
||||
gObj.transform.position = Vector3.zero;
|
||||
gObj.transform.SetParent(InventorySystem.instance.DefaultItemSpawn, false);
|
||||
if(gObj.GetComponent<Rigidbody>() != null)
|
||||
gObj.GetComponent<Rigidbody>().useGravity = false;
|
||||
if(item != null)
|
||||
{
|
||||
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
@ -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<GameObject> 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
|
||||
|
@ -38,7 +38,6 @@ namespace SimpleInventorySystem
|
||||
[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()
|
||||
@ -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<GridUI>().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)
|
||||
|
@ -14,7 +14,7 @@ namespace SimpleInventorySystem
|
||||
{
|
||||
if(linkedSlot != null)
|
||||
{
|
||||
linkedSlot.LinkedSlots.Add(GetComponent<SlotUI>());
|
||||
//linkedSlot.LinkedSlots.Add(GetComponent<SlotUI>());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -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<SlotUI> LinkedSlots = new List<SlotUI>();
|
||||
[HideInInspector] public List<GroupSlotUI> 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;
|
||||
@ -65,26 +63,11 @@ 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<ItemUI>() != null;
|
||||
}
|
||||
|
||||
public bool IsLinkedSlot()
|
||||
{
|
||||
return linkedSlotUI != null;
|
||||
}
|
||||
|
||||
public bool DropOntoSlot(GameObject item, bool dropStack = true)
|
||||
{
|
||||
ItemUI itemDrop = item.GetComponent<ItemUI>();
|
||||
@ -109,18 +92,11 @@ namespace SimpleInventorySystem
|
||||
return false;
|
||||
}
|
||||
|
||||
if (IsLinkedSlot())
|
||||
{
|
||||
/*GameObject newItemDrop = Instantiate(item);
|
||||
itemDrop = newItemDrop.GetComponent<ItemUI>();
|
||||
itemDrop.IsLinkedSlotClone = true;*/
|
||||
}
|
||||
|
||||
List<Cell> occupiedCells = new List<Cell>();
|
||||
|
||||
/// 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<Image>(); // 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<GridUI>();
|
||||
|
||||
@ -346,11 +289,6 @@ namespace SimpleInventorySystem
|
||||
appendUI = aui;
|
||||
}
|
||||
|
||||
if (TryGetComponent(out LinkedSlotUI lui))
|
||||
{
|
||||
linkedSlotUI = lui;
|
||||
}
|
||||
|
||||
if (TryGetComponent(out RenderItemUIProperty rp))
|
||||
{
|
||||
renderProp = GetComponent<RenderItemUIProperty>();
|
||||
@ -464,11 +402,6 @@ namespace SimpleInventorySystem
|
||||
changeSlotTitle.ResetTitle();
|
||||
}
|
||||
|
||||
foreach (SlotUI linked in LinkedSlots)
|
||||
{
|
||||
linked.RemoveDragDropItem();
|
||||
}
|
||||
|
||||
stackedItems.Pop();
|
||||
|
||||
foreach (GroupSlotUI groupSlot in groupSlots)
|
||||
@ -626,27 +559,14 @@ namespace SimpleInventorySystem
|
||||
if (image != null)
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
internal void ShowImage()
|
||||
{
|
||||
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, 1);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPointerExit(PointerEventData eventData)
|
||||
{
|
||||
//PointerIsHoveredOver = false;
|
||||
}
|
||||
|
||||
public void OnPointerEnter(PointerEventData eventData)
|
||||
{
|
||||
//PointerIsHoveredOver = true;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,8 +0,0 @@
|
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fileFormatVersion: 2
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guid: 26f808e8ee3809c43867c1c1eb226124
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||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
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assetBundleName:
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assetBundleVariant:
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@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9bd692981c3b41e4e9c65dd7cdb03cb8
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d61d18c239646e24ea7563da992aedaf
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
File diff suppressed because it is too large
Load Diff
@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c310a300a0358f94f81e0eeb585d6cf4
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user