Bug fixes, screenshot feature, and other feature improvements
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m_ObjectHideFlags: 0
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|
@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 966f087d5cf369a4c96575a74dab0902
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guid: 5d76a55b1d68fa643ad22772f05b2426
|
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folderAsset: yes
|
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DefaultImporter:
|
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externalObjects: {}
|
36
Assets/Scripts/Ediitor/PresetsPerFolder.cs
Normal file
36
Assets/Scripts/Ediitor/PresetsPerFolder.cs
Normal file
@ -0,0 +1,36 @@
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Presets;
|
||||
|
||||
public class PresetsPerFolder : AssetPostprocessor
|
||||
{
|
||||
void OnPreprocessAsset()
|
||||
{
|
||||
// Make sure we are applying presets the first time an asset is imported.
|
||||
if (assetImporter.importSettingsMissing)
|
||||
{
|
||||
// Get the current imported asset folder.
|
||||
var path = Path.GetDirectoryName(assetPath);
|
||||
while (!string.IsNullOrEmpty(path))
|
||||
{
|
||||
// Find all Preset assets in this folder.
|
||||
var presetGuids = AssetDatabase.FindAssets("t:Preset", new[] { path });
|
||||
foreach (var presetGuid in presetGuids)
|
||||
{
|
||||
// Make sure we are not testing Presets in a subfolder.
|
||||
string presetPath = AssetDatabase.GUIDToAssetPath(presetGuid);
|
||||
if (Path.GetDirectoryName(presetPath) == path)
|
||||
{
|
||||
// Load the Preset and try to apply it to the importer.
|
||||
var preset = AssetDatabase.LoadAssetAtPath<Preset>(presetPath);
|
||||
if (preset.ApplyTo(assetImporter))
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Try again in the parent folder.
|
||||
path = Path.GetDirectoryName(path);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
11
Assets/Scripts/Ediitor/PresetsPerFolder.cs.meta
Normal file
11
Assets/Scripts/Ediitor/PresetsPerFolder.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 725b8c7f1c69ed84d91c575d08677aa4
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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:
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m_EditorClassIdentifier:
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itemName: 3 Day Pack
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@ -184,7 +188,7 @@ MonoBehaviour:
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m_Calls: []
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m_Sprite: {fileID: 21300000, guid: 8e70d9fe64157c34496e86ff2518d6a5, type: 3}
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m_FillCenter: 1
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m_Material: {fileID: 0}
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itemName: Backpack
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backdropImage: {fileID: 0}
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canvas: {fileID: 0}
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type: 3}
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itemPrefab: {fileID: 0}
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m_Material: {fileID: 0}
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@ -184,7 +188,7 @@ MonoBehaviour:
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canvas: {fileID: 0}
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type: 3}
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itemPrefab: {fileID: 0}
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Equipped: 0
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rarity: 2
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 0.427451, g: 0.61960787, b: 0.9215687, a: 1}
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m_OnCullStateChanged:
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@ -184,7 +188,7 @@ MonoBehaviour:
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m_PersistentCalls:
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m_Calls: []
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m_Sprite: {fileID: 21300000, guid: b738c3a9c2d50b949a159d636ea22b92, type: 3}
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m_Sprite: {fileID: 21300000, guid: 1f6e37aa3bb856242bbff6e4039eecd3, type: 3}
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m_Script: {fileID: 11500000, guid: cc11508cb979f8b4b8253855ce8a0bc5, type: 3}
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m_EditorClassIdentifier:
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image: {fileID: 8715477176133586257}
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backdropImage: {fileID: 0}
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canvas: {fileID: 0}
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@ -63,6 +65,7 @@ MonoBehaviour:
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containerUIPrefab: {fileID: 0}
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itemPrefab: {fileID: 0}
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Equipped: 0
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rarity: 0
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 0.124526225, b: 0, a: 1}
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m_Script: {fileID: 11500000, guid: cc11508cb979f8b4b8253855ce8a0bc5, type: 3}
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@ -64,6 +66,7 @@ MonoBehaviour:
|
||||
type: 3}
|
||||
itemPrefab: {fileID: 0}
|
||||
Equipped: 0
|
||||
rarity: 1
|
||||
StackLimit: 1
|
||||
PickedUpOnFrame: 0
|
||||
ContextWindows: []
|
||||
@ -104,7 +107,7 @@ MonoBehaviour:
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_Material: {fileID: 0}
|
||||
m_Color: {r: 0.5764706, g: 0.7686275, b: 0.4901961, a: 1}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 0.39215687}
|
||||
m_RaycastTarget: 1
|
||||
m_Maskable: 1
|
||||
m_OnCullStateChanged:
|
||||
|
@ -52,7 +52,9 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: cc11508cb979f8b4b8253855ce8a0bc5, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
itemName: Pouch 2x2
|
||||
image: {fileID: 8715477176133586257}
|
||||
backdropImage: {fileID: 0}
|
||||
canvas: {fileID: 0}
|
||||
width: 2
|
||||
height: 2
|
||||
@ -64,6 +66,7 @@ MonoBehaviour:
|
||||
type: 3}
|
||||
itemPrefab: {fileID: 0}
|
||||
Equipped: 0
|
||||
rarity: 3
|
||||
StackLimit: 1
|
||||
PickedUpOnFrame: 0
|
||||
ContextWindows: []
|
||||
@ -104,7 +107,7 @@ MonoBehaviour:
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_Material: {fileID: 0}
|
||||
m_Color: {r: 0.5568628, g: 0.48627454, b: 0.76470596, a: 1}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 0.39215687}
|
||||
m_RaycastTarget: 1
|
||||
m_Maskable: 1
|
||||
m_OnCullStateChanged:
|
||||
|
@ -52,7 +52,9 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: cc11508cb979f8b4b8253855ce8a0bc5, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
itemName: Pouch 3x1
|
||||
image: {fileID: 8715477176133586257}
|
||||
backdropImage: {fileID: 0}
|
||||
canvas: {fileID: 0}
|
||||
width: 1
|
||||
height: 3
|
||||
@ -64,6 +66,7 @@ MonoBehaviour:
|
||||
type: 3}
|
||||
itemPrefab: {fileID: 0}
|
||||
Equipped: 0
|
||||
rarity: 2
|
||||
StackLimit: 1
|
||||
PickedUpOnFrame: 0
|
||||
ContextWindows: []
|
||||
@ -104,7 +107,7 @@ MonoBehaviour:
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_Material: {fileID: 0}
|
||||
m_Color: {r: 0.427451, g: 0.61960787, b: 0.9215687, a: 1}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 0.39215687}
|
||||
m_RaycastTarget: 1
|
||||
m_Maskable: 1
|
||||
m_OnCullStateChanged:
|
||||
|
@ -52,7 +52,9 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: cc11508cb979f8b4b8253855ce8a0bc5, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
itemName: Raid Backpack
|
||||
image: {fileID: 8715477176133586257}
|
||||
backdropImage: {fileID: 0}
|
||||
canvas: {fileID: 0}
|
||||
width: 5
|
||||
height: 8
|
||||
@ -64,6 +66,7 @@ MonoBehaviour:
|
||||
type: 3}
|
||||
itemPrefab: {fileID: 0}
|
||||
Equipped: 0
|
||||
rarity: 4
|
||||
StackLimit: 1
|
||||
PickedUpOnFrame: 0
|
||||
ContextWindows: []
|
||||
@ -104,7 +107,7 @@ MonoBehaviour:
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_Material: {fileID: 0}
|
||||
m_Color: {r: 1, g: 0.85098046, b: 0.40000004, a: 1}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 0.39215687}
|
||||
m_RaycastTarget: 1
|
||||
m_Maskable: 1
|
||||
m_OnCullStateChanged:
|
||||
|
@ -52,7 +52,9 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: cc11508cb979f8b4b8253855ce8a0bc5, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
itemName: Rifle
|
||||
image: {fileID: 8715477176133586257}
|
||||
backdropImage: {fileID: 0}
|
||||
canvas: {fileID: 0}
|
||||
width: 4
|
||||
height: 2
|
||||
@ -63,6 +65,7 @@ MonoBehaviour:
|
||||
containerUIPrefab: {fileID: 0}
|
||||
itemPrefab: {fileID: 0}
|
||||
Equipped: 0
|
||||
rarity: 0
|
||||
StackLimit: 1
|
||||
PickedUpOnFrame: 0
|
||||
ContextWindows: []
|
||||
@ -103,7 +106,7 @@ MonoBehaviour:
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_Material: {fileID: 0}
|
||||
m_Color: {r: 1, g: 0.124526225, b: 0, a: 1}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 0.39215687}
|
||||
m_RaycastTarget: 1
|
||||
m_Maskable: 1
|
||||
m_OnCullStateChanged:
|
||||
|
@ -52,7 +52,9 @@ MonoBehaviour:
|
||||
m_Script: {fileID: 11500000, guid: cc11508cb979f8b4b8253855ce8a0bc5, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
itemName: Tactical Rig
|
||||
image: {fileID: 8715477176133586257}
|
||||
backdropImage: {fileID: 0}
|
||||
canvas: {fileID: 0}
|
||||
width: 2
|
||||
height: 2
|
||||
@ -64,6 +66,7 @@ MonoBehaviour:
|
||||
type: 3}
|
||||
itemPrefab: {fileID: 0}
|
||||
Equipped: 0
|
||||
rarity: 0
|
||||
StackLimit: 1
|
||||
PickedUpOnFrame: 0
|
||||
ContextWindows: []
|
||||
@ -104,7 +107,7 @@ MonoBehaviour:
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_Material: {fileID: 0}
|
||||
m_Color: {r: 1, g: 0.124526225, b: 0, a: 1}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 0.39215687}
|
||||
m_RaycastTarget: 1
|
||||
m_Maskable: 1
|
||||
m_OnCullStateChanged:
|
||||
|
@ -64,7 +64,7 @@ SphereCollider:
|
||||
m_IsTrigger: 1
|
||||
m_Enabled: 1
|
||||
serializedVersion: 2
|
||||
m_Radius: 1
|
||||
m_Radius: 0.25
|
||||
m_Center: {x: 0, y: 0, z: 0}
|
||||
--- !u!1 &41448510249244382
|
||||
GameObject:
|
||||
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b5400487aa01ac143bc9efa53dce97c5
|
||||
guid: 1abc3e3eb012c884a96dd70c56e96562
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
@ -0,0 +1,41 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
[CustomEditor(typeof(Photoshoot))]
|
||||
public class PhotoshootEditor : Editor
|
||||
{
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
base.OnInspectorGUI();
|
||||
|
||||
Photoshoot photoshoot = (Photoshoot)target;
|
||||
|
||||
if (String.IsNullOrWhiteSpace(photoshoot.OutputPath))
|
||||
{
|
||||
|
||||
Debug.LogError("Output Path should not be empty");
|
||||
}
|
||||
|
||||
if (photoshoot.items == null)
|
||||
{
|
||||
Debug.LogError("Items should not be null and must contain child Game Objects.");
|
||||
}
|
||||
|
||||
/*if (GUILayout.Button("Say Cheese 📸"))
|
||||
{
|
||||
photoshoot.ProcessScreenshots();
|
||||
}*/
|
||||
|
||||
if (GUILayout.Button("Say Cheese! 📸"))
|
||||
{
|
||||
photoshoot.ProcessScreenshotsFaster();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**/
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8185d024b0046d64186e769569f2055b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -0,0 +1,91 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SimpleInventorySystem
|
||||
{
|
||||
public class DisplayMessageSystem : MonoBehaviour
|
||||
{
|
||||
public static DisplayMessageSystem instance;
|
||||
public DisplayMessage[] displayMessages;
|
||||
protected InventorySystem.States currentState;
|
||||
[HideInInspector] public string NameOfItemInWorldWithFocus;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
foreach (DisplayMessage displayMessage in displayMessages)
|
||||
{
|
||||
TextMeshProUGUI message = displayMessage.message;
|
||||
|
||||
if (displayMessage != null && message != null)
|
||||
{
|
||||
string text = message.text;
|
||||
if (text.Contains("{key:interactKey}"))
|
||||
message.text = message.text.Replace("{key:interactKey}", "[ " + InventorySystem.instance.interactKey.ToString() + " ]");
|
||||
}
|
||||
|
||||
displayMessage.SetOriginalMessage();
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if(currentState != InventorySystem.instance.CurrentState)
|
||||
{
|
||||
currentState = InventorySystem.instance.CurrentState;
|
||||
|
||||
foreach (DisplayMessage displayMessage in displayMessages)
|
||||
{
|
||||
if (currentState == InventorySystem.States.Undefined)
|
||||
{
|
||||
displayMessage.message.gameObject.SetActive(false);
|
||||
}
|
||||
else if (currentState == displayMessage.displayState)
|
||||
{
|
||||
displayMessage.message.gameObject.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
displayMessage.message.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
//if(NameOfItemInWorldWithFocus != )
|
||||
foreach (DisplayMessage displayMessage in displayMessages)
|
||||
{
|
||||
TextMeshProUGUI message = displayMessage.message;
|
||||
if (displayMessage != null && message != null && displayMessage.originalMessage.Contains("{item:name}"))
|
||||
{
|
||||
message.text = displayMessage.originalMessage.Replace("{item:name}", NameOfItemInWorldWithFocus);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class DisplayMessage
|
||||
{
|
||||
public TextMeshProUGUI message;
|
||||
public InventorySystem.States displayState;
|
||||
[HideInInspector] public string originalMessage;
|
||||
|
||||
public DisplayMessage()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void SetOriginalMessage()
|
||||
{
|
||||
originalMessage = message.text;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: aafff61e86426934aa0e231391bfa4cd
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -7,7 +7,6 @@ using UnityEngine.EventSystems;
|
||||
|
||||
// TODO: Expand for other measurement systems later
|
||||
|
||||
|
||||
namespace SimpleInventorySystem
|
||||
{
|
||||
public enum Orientation { Portrait, Landscape };
|
||||
@ -82,15 +81,10 @@ namespace SimpleInventorySystem
|
||||
|
||||
public class InventorySystem : MonoBehaviour, IPointerClickHandler
|
||||
{
|
||||
[SerializeField] private string[] RaritySystemUnits;
|
||||
private string[] weightSystemUnitsSymbols;
|
||||
[SerializeField] private string[] weightSystemUnits;
|
||||
[SerializeField] private float[] currencySystemUnits;
|
||||
[SerializeField] private string[] currencySystemUnitsSymbols;
|
||||
public static InventorySystem instance;
|
||||
public Canvas inventoryUI;
|
||||
public Canvas playerUI;
|
||||
private TextMeshProUGUI lootMessage;
|
||||
///private TextMeshProUGUI lootMessage;
|
||||
public GameObject InventoryMenuUI;
|
||||
public GameObject LootMenuUI;
|
||||
public GameObject StatsMenuUI;
|
||||
@ -98,10 +92,12 @@ namespace SimpleInventorySystem
|
||||
public KeyCode menuKey;
|
||||
public KeyCode interactKey;
|
||||
public KeyCode dropItemKey;
|
||||
public KeyCode equipItemKey;
|
||||
protected KeyInput rotationKeyInput;
|
||||
protected KeyInput menuKeyInput;
|
||||
protected KeyInput interactKeyInput;
|
||||
protected KeyInput dropItemKeyInput;
|
||||
protected KeyInput equipItemKeyInput;
|
||||
[SerializeField] private int DefaultWidthOnGrid = 100;
|
||||
[SerializeField] private int DefaultHeightOnGrid = 100;
|
||||
public Size DefaultSizeOnGrid;
|
||||
@ -115,6 +111,11 @@ namespace SimpleInventorySystem
|
||||
public static List<GameObject> hoverResults;
|
||||
public Player_IS player;
|
||||
public List<TagSlotPairing> TagSlotPairings;
|
||||
public List<Rarity> raritiesList;
|
||||
[Range(0, 1)] public float ItemBackdropTransparency = .5f;
|
||||
|
||||
public enum States { Undefined, Loot, PickUp };
|
||||
public States CurrentState = States.Undefined;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@ -133,18 +134,27 @@ namespace SimpleInventorySystem
|
||||
menuKeyInput = new KeyInput(menuKey);
|
||||
interactKeyInput = new KeyInput(interactKey);
|
||||
dropItemKeyInput = new KeyInput(dropItemKey);
|
||||
|
||||
lootMessage = playerUI.transform.Find("Loot Message").GetComponent<TextMeshProUGUI>();
|
||||
if (lootMessage != null)
|
||||
{
|
||||
string text = lootMessage.text;
|
||||
if (text.Contains("{key:interactKey}"))
|
||||
lootMessage.text = lootMessage.text.Replace("{key:interactKey}", "[ " + interactKey.ToString() + " ]");
|
||||
}
|
||||
equipItemKeyInput = new KeyInput(equipItemKey);
|
||||
|
||||
toolbarEvents = EventsObject.transform.Find("Toolbar").gameObject;
|
||||
}
|
||||
|
||||
public Rarity GetRarityFromList(RarityType rarityType)
|
||||
{
|
||||
foreach(Rarity rarity in raritiesList)
|
||||
{
|
||||
if(rarity.rarityType == rarityType)
|
||||
{
|
||||
return rarity;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public void SetPlayerMessageToLoot()
|
||||
{
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
@ -158,6 +168,7 @@ namespace SimpleInventorySystem
|
||||
menuKeyInput.Update();
|
||||
interactKeyInput.Update();
|
||||
dropItemKeyInput.Update();
|
||||
equipItemKeyInput.Update();
|
||||
|
||||
//else
|
||||
{
|
||||
@ -267,6 +278,8 @@ namespace SimpleInventorySystem
|
||||
|
||||
private void DetectObject()
|
||||
{
|
||||
CurrentState = States.Undefined;
|
||||
|
||||
if (playerCamera == null)
|
||||
{
|
||||
//Debug.Log("Uh OHHH. No camera detected");
|
||||
@ -275,13 +288,17 @@ namespace SimpleInventorySystem
|
||||
{
|
||||
//Debug.Log("Detecting...");
|
||||
}
|
||||
Ray ray = playerCamera.ScreenPointToRay(new Vector2(Screen.width / 2, Screen.height / 2));//controls.Mouse.Position.ReadValue<Vector2>());
|
||||
|
||||
RaycastHit hit;
|
||||
if (Physics.Raycast(ray, out hit))
|
||||
//Ray ray = playerCamera.ScreenPointToRay(new Vector2(Screen.width / 2, Screen.height / 2));//controls.Mouse.Position.ReadValue<Vector2>());
|
||||
Vector3 direction = Vector3.forward;
|
||||
Ray ray = new Ray(playerCamera.transform.position, playerCamera.transform.TransformDirection(direction * 200));
|
||||
Debug.DrawRay(playerCamera.transform.position, playerCamera.transform.TransformDirection(direction * 200), Color.red);
|
||||
|
||||
//RaycastHit hit;
|
||||
/*if (Physics.Raycast(ray, out hit))
|
||||
{
|
||||
// for single hits, i guess...
|
||||
}
|
||||
}*/
|
||||
|
||||
RaycastHit[] hits = Physics.RaycastAll(ray, 200);
|
||||
for(int i = 0; i < hits.Length; i++)
|
||||
@ -292,13 +309,14 @@ namespace SimpleInventorySystem
|
||||
}
|
||||
|
||||
|
||||
if (hit.collider != null)// && hit.transform.parent.parent.parent != null)
|
||||
if (hits[i].collider != null)// && hit.transform.parent.parent.parent != null)
|
||||
{
|
||||
PickUp response_pickUp = hit.collider.transform.GetComponent<PickUp>();
|
||||
PickUp response_pickUp = hits[i].collider.transform.GetComponent<PickUp>();
|
||||
if (response_pickUp && !InventorySystem.instance.IsUsingInventoryMenuUI())
|
||||
{
|
||||
//Debug.Log("Detecting");
|
||||
lootMessage.gameObject.SetActive(true);
|
||||
Debug.Log("Detecting");
|
||||
CurrentState = States.PickUp;
|
||||
DisplayMessageSystem.instance.NameOfItemInWorldWithFocus = response_pickUp.itemUI.itemName;
|
||||
|
||||
if (interactKeyInput.pressedKey)
|
||||
player.HandlePickup(response_pickUp);
|
||||
@ -307,21 +325,21 @@ namespace SimpleInventorySystem
|
||||
}
|
||||
else
|
||||
{
|
||||
lootMessage.gameObject.SetActive(false);
|
||||
CurrentState = States.Undefined;
|
||||
}
|
||||
|
||||
|
||||
//Debug.Log("3D Hit: " + hit.collider.transform.name);
|
||||
// TODO: functionality here
|
||||
|
||||
Inventory response_inventory = hit.collider.transform.GetComponent<Inventory>();
|
||||
Inventory response_inventory = hits[i].collider.transform.GetComponent<Inventory>();
|
||||
|
||||
if(response_inventory == player.inventory)
|
||||
{
|
||||
continue; // ignore self
|
||||
}
|
||||
|
||||
if (response_inventory != null && !InventorySystem.instance.IsUsingInventoryMenuUI())
|
||||
/*if (response_inventory != null && !InventorySystem.instance.IsUsingInventoryMenuUI())
|
||||
{
|
||||
Debug.Log("Opening Inventory");
|
||||
if (interactKeyInput.PressedKey(true))
|
||||
@ -329,19 +347,19 @@ namespace SimpleInventorySystem
|
||||
OpenInventory();
|
||||
LootMenuUI.SetActive(true);
|
||||
StatsMenuUI.SetActive(false);
|
||||
lootMessage.gameObject.SetActive(false);
|
||||
CurrentState = States.Undefined;
|
||||
}
|
||||
else if (!InventorySystem.instance.IsUsingInventoryMenuUI())
|
||||
{
|
||||
lootMessage.gameObject.SetActive(true);
|
||||
CurrentState = States.Loot;
|
||||
}
|
||||
}
|
||||
else if(!InventorySystem.instance.IsUsingInventoryMenuUI())
|
||||
{
|
||||
lootMessage.gameObject.SetActive(false);
|
||||
CurrentState = States.Undefined;
|
||||
LootMenuUI.SetActive(false);
|
||||
StatsMenuUI.SetActive(true);
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
@ -369,13 +387,23 @@ namespace SimpleInventorySystem
|
||||
{
|
||||
return rotationKeyInput.PressedKey(singlePress);
|
||||
}
|
||||
|
||||
public bool PressedDropItemKey(bool singlePress)
|
||||
{
|
||||
return dropItemKeyInput.PressedKey(singlePress);
|
||||
return dropItemKeyInput.PressedKey(singlePress) && Input.GetMouseButton(0);
|
||||
}
|
||||
|
||||
public bool PressedEquipItemKey(bool singlePress)
|
||||
{
|
||||
return equipItemKeyInput.PressedKey(singlePress) && Input.GetMouseButton(0);
|
||||
}
|
||||
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
if(eventData.button == PointerEventData.InputButton.Left && !ContextMenuManagerUI.instance.ItemInspectMenuHasFocus() && ContextMenuManagerUI.instance.IsInspectingItem())
|
||||
{
|
||||
ContextMenuManagerUI.instance.CloseContextMenu();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,4 +1,5 @@
|
||||
using System.Collections;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
@ -31,6 +32,22 @@ namespace SimpleInventorySystem
|
||||
ShotgunRounds
|
||||
}
|
||||
|
||||
public enum RarityType
|
||||
{
|
||||
Uncommon,
|
||||
Common,
|
||||
Rare,
|
||||
Epic,
|
||||
Legendary
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class Rarity
|
||||
{
|
||||
public RarityType rarityType;
|
||||
public Color color;
|
||||
}
|
||||
|
||||
|
||||
public class InventorySystemPreferences
|
||||
{
|
||||
|
@ -95,32 +95,26 @@ namespace SimpleInventorySystem
|
||||
{
|
||||
if (!HadPickedUp)
|
||||
{
|
||||
foreach (TagSlotPairing tsp in InventorySystem.instance.TagSlotPairings)
|
||||
if (itemUI.Equip())
|
||||
{
|
||||
if (!tsp.HasSlotOccupied())
|
||||
itemUI.transform.localRotation = Quaternion.Euler(new Vector3());
|
||||
itemUI.transform.localScale = new Vector3(1, 1, 1);
|
||||
HadPickedUp = true;
|
||||
|
||||
// TODO: Handle changing transform here
|
||||
//ItemGameObject.GetComponent<>;
|
||||
|
||||
if (InventorySystem.instance.player.AttachItemGameObject(ItemGameObject, itemUI.ItemTag, itemUI))
|
||||
{
|
||||
bool dropped = tsp.slot.DropOntoSlot(itemUI.gameObject);
|
||||
if (dropped)
|
||||
{
|
||||
itemUI.transform.localRotation = Quaternion.Euler(new Vector3());
|
||||
itemUI.transform.localScale = new Vector3(1, 1, 1);
|
||||
HadPickedUp = true;
|
||||
|
||||
// TODO: Handle changing transform here
|
||||
//ItemGameObject.GetComponent<>;
|
||||
|
||||
if(InventorySystem.instance.player.AttachItemGameObject(ItemGameObject, itemUI.ItemTag, itemUI))
|
||||
{
|
||||
pickUpCollider.enabled = false;
|
||||
pickUpRange.GetComponent<Collider>().enabled = false;
|
||||
}
|
||||
}
|
||||
pickUpCollider.enabled = false;
|
||||
pickUpRange.GetComponent<Collider>().enabled = false;
|
||||
}
|
||||
}
|
||||
|
||||
// assume there is no tsp, then try to drop in most available backpack slot
|
||||
if (PlaceInContainerOfItemInSlot != null)
|
||||
else if (PlaceInContainerOfItemInSlot != null)
|
||||
{
|
||||
Debug.Log("Pickup: Trying to placing in container of item in slot");
|
||||
if (PlaceInContainerOfItemInSlot.GetItemUI() != null && PlaceInContainerOfItemInSlot.GetItemUI().container != null)
|
||||
{
|
||||
GridUI grid = PlaceInContainerOfItemInSlot.GetItemUI().container.GetComponent<GridUI>();
|
||||
@ -131,6 +125,10 @@ namespace SimpleInventorySystem
|
||||
Debug.Log("PickUp: Placed in grid.");
|
||||
HadPickedUp = true;
|
||||
|
||||
itemUI.transform.localPosition = new Vector3(0, 0, 0);
|
||||
itemUI.transform.localRotation = Quaternion.Euler(new Vector3(0, 0, 0));
|
||||
itemUI.transform.localScale = new Vector3(1, 1, 1);
|
||||
|
||||
// TODO: Handle changing transform here
|
||||
//ItemGameObject.GetComponent<>;
|
||||
|
||||
|
@ -7,17 +7,5 @@ namespace SimpleInventorySystem
|
||||
public class PickUpRange : MonoBehaviour
|
||||
{
|
||||
[HideInInspector] public PickUp pickUp;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -54,7 +54,7 @@ namespace SimpleInventorySystem
|
||||
}
|
||||
itemGameObject = null;
|
||||
// TODO: Most likely, implement drop here.
|
||||
go.transform.SetParent(null);
|
||||
go.transform.SetParent(null, true);
|
||||
go.transform.localRotation = Quaternion.Euler(oldRotation);
|
||||
}
|
||||
}
|
||||
|
206
Assets/SimpleInventorySystem/Scripts/Photoshoot.cs
Normal file
206
Assets/SimpleInventorySystem/Scripts/Photoshoot.cs
Normal file
@ -0,0 +1,206 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using SimpleInventorySystem;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Photoshoot : MonoBehaviour
|
||||
{
|
||||
public string OutputPath;
|
||||
public string itemPrefabPath;
|
||||
public Camera camera;
|
||||
public GameObject items;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (camera == null)
|
||||
{
|
||||
camera = GetComponent<Camera>();
|
||||
}
|
||||
|
||||
if (String.IsNullOrEmpty(OutputPath))
|
||||
{
|
||||
Debug.LogError("Output Path should not be empty");
|
||||
}
|
||||
}
|
||||
private void OnValidate()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void ProcessScreenshots()
|
||||
{
|
||||
StartCoroutine(Screenshot());
|
||||
}
|
||||
|
||||
public void ProcessScreenshotsFaster()
|
||||
{
|
||||
ScreenshotFaster();
|
||||
}
|
||||
|
||||
private IEnumerator Screenshot()
|
||||
{
|
||||
List<GameObject> gameObjects = new List<GameObject>();
|
||||
List<GameObject> activeGameObjects = new List<GameObject>();
|
||||
|
||||
for (int i = 0; i < items.transform.childCount; i++)
|
||||
{
|
||||
GameObject obj = items.transform.GetChild(i).gameObject;
|
||||
ItemUI item = obj.GetComponentInChildren<ItemUI>();
|
||||
if (obj.activeSelf)
|
||||
{
|
||||
activeGameObjects.Add(obj);
|
||||
}
|
||||
obj.SetActive(false);
|
||||
if (item != null)
|
||||
{
|
||||
gameObjects.Add(obj);
|
||||
}
|
||||
}
|
||||
int count = gameObjects.Count;
|
||||
Debug.Log($"Screenshot: Found {count} items.");
|
||||
|
||||
for (int i = 0; i < gameObjects.Count; i++)
|
||||
{
|
||||
GameObject obj = gameObjects[i];
|
||||
ItemUI item = gameObjects[i].GetComponentInChildren<ItemUI>();
|
||||
|
||||
obj.gameObject.SetActive(true);
|
||||
|
||||
yield return null;
|
||||
|
||||
TakeScreenshot($"{Application.dataPath}/{OutputPath}/{item.itemName}_icon.png");
|
||||
|
||||
yield return null;
|
||||
obj.gameObject.SetActive(false);
|
||||
|
||||
Sprite s = AssetDatabase.LoadAssetAtPath<Sprite>($"Assets/{OutputPath}/{item.itemName}_icon.png");
|
||||
if (s != null)
|
||||
{
|
||||
item.image.sprite = s;
|
||||
EditorUtility.SetDirty(item);
|
||||
}
|
||||
|
||||
Debug.Log($"Screenshot: {i + 1}/{count}");
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
for (int i = 0; i < activeGameObjects.Count; i++)
|
||||
{
|
||||
GameObject obj = activeGameObjects[i];
|
||||
obj.SetActive(true);
|
||||
}
|
||||
Debug.Log($"Screenshot: Complete");
|
||||
}
|
||||
private void ScreenshotFaster()
|
||||
{
|
||||
List<GameObject> gameObjects = new List<GameObject>();
|
||||
List<GameObject> activeGameObjects = new List<GameObject>();
|
||||
|
||||
for (int i = 0; i < items.transform.childCount; i++)
|
||||
{
|
||||
GameObject obj = items.transform.GetChild(i).gameObject;
|
||||
ItemUI item = obj.GetComponentInChildren<ItemUI>();
|
||||
if (obj.activeSelf)
|
||||
{
|
||||
activeGameObjects.Add(obj);
|
||||
}
|
||||
obj.SetActive(false);
|
||||
if (item != null)
|
||||
{
|
||||
gameObjects.Add(obj);
|
||||
}
|
||||
}
|
||||
int count = gameObjects.Count;
|
||||
Debug.Log($"Screenshot: Found {count} items.");
|
||||
|
||||
for (int i = 0; i < gameObjects.Count; i++)
|
||||
{
|
||||
GameObject obj = gameObjects[i];
|
||||
ItemUI item = gameObjects[i].GetComponentInChildren<ItemUI>();
|
||||
|
||||
TakeScreenshotFaster($"{Application.dataPath}/{OutputPath}/{item.itemName}_icon.png", obj);
|
||||
|
||||
// TODO: Hopefully find a way to automatically assign to prefab
|
||||
/* Sprite s = AssetDatabase.LoadAssetAtPath<Sprite>($"Assets/{OutputPath}/{item.itemName}_icon.png");
|
||||
if (s != null)
|
||||
{
|
||||
item.transform.Find("Image").GetComponent<UnityEngine.UI.Image>().sprite = s;
|
||||
EditorUtility.SetDirty(item);
|
||||
}
|
||||
|
||||
Debug.Log($"Screenshot: {i + 1}/{count}");*/
|
||||
|
||||
}
|
||||
|
||||
for (int i = 0; i < activeGameObjects.Count; i++)
|
||||
{
|
||||
GameObject obj = activeGameObjects[i];
|
||||
obj.SetActive(true);
|
||||
}
|
||||
Debug.Log($"Screenshot: Complete");
|
||||
}
|
||||
|
||||
void TakeScreenshotFaster(string fullPath, GameObject obj)
|
||||
{
|
||||
obj.SetActive(true);
|
||||
|
||||
RenderTexture rt = new RenderTexture(256, 256, 24);
|
||||
camera.targetTexture = rt;
|
||||
Texture2D screenShot = new Texture2D(256, 256, TextureFormat.RGBA32, false);
|
||||
camera.Render();
|
||||
RenderTexture.active = rt;
|
||||
screenShot.ReadPixels(new Rect(0, 0, 256, 256), 0, 0);
|
||||
camera.targetTexture = null;
|
||||
RenderTexture.active = null;
|
||||
|
||||
if (Application.isEditor)
|
||||
{
|
||||
DestroyImmediate(rt);
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(rt);
|
||||
}
|
||||
|
||||
byte[] bytes = screenShot.EncodeToPNG();
|
||||
System.IO.File.WriteAllBytes(fullPath, bytes);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
AssetDatabase.Refresh();
|
||||
#endif
|
||||
|
||||
obj.SetActive(false);
|
||||
}
|
||||
|
||||
void TakeScreenshot(string fullPath)
|
||||
{
|
||||
RenderTexture rt = new RenderTexture(256, 256, 24);
|
||||
camera.targetTexture = rt;
|
||||
Texture2D screenShot = new Texture2D(256, 256, TextureFormat.RGBA32, false);
|
||||
camera.Render();
|
||||
RenderTexture.active = rt;
|
||||
screenShot.ReadPixels(new Rect(0, 0, 256, 256), 0, 0);
|
||||
camera.targetTexture = null;
|
||||
RenderTexture.active = null;
|
||||
|
||||
if (Application.isEditor)
|
||||
{
|
||||
DestroyImmediate(rt);
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(rt);
|
||||
}
|
||||
|
||||
byte[] bytes = screenShot.EncodeToPNG();
|
||||
System.IO.File.WriteAllBytes(fullPath, bytes);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
AssetDatabase.Refresh();
|
||||
#endif
|
||||
}
|
||||
}
|
11
Assets/SimpleInventorySystem/Scripts/Photoshoot.cs.meta
Normal file
11
Assets/SimpleInventorySystem/Scripts/Photoshoot.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 03fd221ade867454abf2017acc4e6d4f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -7,17 +7,33 @@ namespace SimpleInventorySystem
|
||||
{
|
||||
public class ContextMenuManagerUI : MonoBehaviour
|
||||
{
|
||||
public static ContextMenuManagerUI instance;
|
||||
public GameObject itemInspectMenu;
|
||||
[HideInInspector] public ItemUI inspectItem;
|
||||
public GameObject TacticalRigInspectionWindow;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
instance = this;
|
||||
}
|
||||
|
||||
public bool IsInspectingItem()
|
||||
{
|
||||
return inspectItem != null;
|
||||
}
|
||||
|
||||
public bool ItemInspectMenuHasFocus()
|
||||
{
|
||||
return InventorySystem.IsMouseOverUI(itemInspectMenu);
|
||||
}
|
||||
|
||||
public void OpenContextMenu(ItemUI uiContext)
|
||||
{
|
||||
if(inspectItem != null)
|
||||
{
|
||||
CloseContextMenu();
|
||||
}
|
||||
|
||||
//ContextMenuUI.transform.SetParent(uiContext, false);
|
||||
itemInspectMenu.SetActive(true);
|
||||
itemInspectMenu.transform.position = uiContext.transform.position;
|
||||
@ -25,6 +41,7 @@ namespace SimpleInventorySystem
|
||||
//ContextMenuUI.transform.localScale = new Vector3(1, 1, 1);
|
||||
|
||||
Button inspectButton = itemInspectMenu.transform.Find("Inspect").GetComponent<Button>();
|
||||
uiContext.SetInteractable(false);
|
||||
Debug.Log("ContextMenuManager: " + inspectButton);
|
||||
if (inspectButton != null)
|
||||
{
|
||||
@ -44,6 +61,16 @@ namespace SimpleInventorySystem
|
||||
}
|
||||
}
|
||||
|
||||
public void DropItem()
|
||||
{
|
||||
Debug.Log("Drop");
|
||||
if (inspectItem != null)
|
||||
{
|
||||
inspectItem.DropItemOntoSlot();
|
||||
CloseContextMenu();
|
||||
}
|
||||
}
|
||||
|
||||
public void CloseContextMenu()
|
||||
{
|
||||
if(inspectItem != null)
|
||||
@ -53,6 +80,7 @@ namespace SimpleInventorySystem
|
||||
{
|
||||
inspectButton.onClick.RemoveListener(OpenInspectionWindow);
|
||||
}
|
||||
inspectItem.SetInteractable(true);
|
||||
}
|
||||
inspectItem = null;
|
||||
itemInspectMenu.SetActive(false);
|
||||
|
10
Assets/SimpleInventorySystem/Scripts/UI/ContextMenuUI.cs
Normal file
10
Assets/SimpleInventorySystem/Scripts/UI/ContextMenuUI.cs
Normal file
@ -0,0 +1,10 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SimpleInventorySystem
|
||||
{
|
||||
public class ContextMenuUI : MonoBehaviour
|
||||
{
|
||||
}
|
||||
}
|
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ed3a7c12c715c9847882bf5a1f800ffa
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -33,13 +33,17 @@ namespace SimpleInventorySystem
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
gridLayout = GetComponent<GridLayoutGroup>();
|
||||
|
||||
SetUpCellsArray();
|
||||
if(cells == null)
|
||||
{
|
||||
SetUpCellsArray();
|
||||
}
|
||||
}
|
||||
private bool cellsInitialized;
|
||||
|
||||
void SetUpCellsArray()
|
||||
{
|
||||
gridLayout = GetComponent<GridLayoutGroup>();
|
||||
|
||||
if (gridSize.Width == 0 && gridLayout.constraint == GridLayoutGroup.Constraint.FixedColumnCount)
|
||||
{
|
||||
gridSize.Width = gridLayout.constraintCount;
|
||||
@ -95,6 +99,7 @@ namespace SimpleInventorySystem
|
||||
//}
|
||||
}
|
||||
}
|
||||
cellsInitialized = true;
|
||||
|
||||
if (cells != null && cells[0, 0] != null && testItem != null)
|
||||
{
|
||||
@ -159,6 +164,7 @@ namespace SimpleInventorySystem
|
||||
if (item != null)
|
||||
{
|
||||
int i = 0;
|
||||
int limit = 100000;
|
||||
int x = (int)nextAvailableCellCoords.x, y = (int)nextAvailableCellCoords.y;
|
||||
bool dropped = false;
|
||||
try
|
||||
@ -168,6 +174,20 @@ namespace SimpleInventorySystem
|
||||
x = i % gridSize.Width;
|
||||
y = i / gridSize.Width;
|
||||
|
||||
if (cells == null)
|
||||
{
|
||||
if (generateCells)
|
||||
{
|
||||
GenerateCells();
|
||||
}
|
||||
else if (!cellsInitialized)
|
||||
{
|
||||
SetUpCellsArray();
|
||||
LocateSlotsForCells();
|
||||
}
|
||||
}
|
||||
Debug.Log($"GridUI: Is Slot null? {cells[y, x] == null}");
|
||||
|
||||
dropped = cells[y, x].slot.DropOntoSlot(item);
|
||||
|
||||
if (!dropped)
|
||||
@ -181,7 +201,11 @@ namespace SimpleInventorySystem
|
||||
return true;
|
||||
}
|
||||
i++;
|
||||
} while (!dropped); // TODO: perhaps add a check to make sure i has not exceeded the total number of slots
|
||||
if(i == limit)
|
||||
{
|
||||
Debug.Log("Limit reached");
|
||||
}
|
||||
} while (!dropped && i < cells.Length && i < limit); // TODO: perhaps add a check to make sure i has not exceeded the total number of slots
|
||||
}
|
||||
catch (IndexOutOfRangeException err)
|
||||
{
|
||||
@ -203,42 +227,9 @@ namespace SimpleInventorySystem
|
||||
{
|
||||
if (!generateCells)
|
||||
{
|
||||
//if (slots != null)
|
||||
for (int i = 0; i < gridLayout.transform.childCount; i++)
|
||||
if (!cellsInitialized)
|
||||
{
|
||||
int x = i % gridSize.Width;
|
||||
int y = (i - x) / gridSize.Width;
|
||||
|
||||
if (cells[y, x] != null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
Transform child = gridLayout.transform.GetChild(i);
|
||||
SlotUI slot = child.GetComponentInChildren<SlotUI>();
|
||||
if (slot != null)
|
||||
{
|
||||
cells[y, x] = new Cell(x, y, slot, true);
|
||||
slot.SetCell(cells[y, x]);
|
||||
slot.grid = this;
|
||||
|
||||
if (slot.width > 1 || slot.height > 1)
|
||||
{
|
||||
for (int j = 0; j < slot.height; j++)
|
||||
{
|
||||
for (int k = 1; k < slot.width; k++)
|
||||
{
|
||||
cells[y + j, x + k] = new Cell(x + k, y + j, slot, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log("START: " + (slot.cell == null));
|
||||
}
|
||||
else
|
||||
{
|
||||
cells[y, x] = null;// new Cell(null, false, false); // Setting null so that we can reserve memory
|
||||
}
|
||||
LocateSlotsForCells();
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -247,6 +238,48 @@ namespace SimpleInventorySystem
|
||||
}
|
||||
}
|
||||
|
||||
void LocateSlotsForCells()
|
||||
{
|
||||
//if (slots != null)
|
||||
for (int i = 0; i < gridLayout.transform.childCount; i++)
|
||||
{
|
||||
int x = i % gridSize.Width;
|
||||
int y = (i - x) / gridSize.Width;
|
||||
|
||||
if (cells[y, x] != null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
Transform child = gridLayout.transform.GetChild(i);
|
||||
SlotUI slot = child.GetComponentInChildren<SlotUI>();
|
||||
if (slot != null)
|
||||
{
|
||||
cells[y, x] = new Cell(x, y, slot, true);
|
||||
slot.SetCell(cells[y, x]);
|
||||
slot.grid = this;
|
||||
|
||||
if (slot.width > 1 || slot.height > 1)
|
||||
{
|
||||
for (int j = 0; j < slot.height; j++)
|
||||
{
|
||||
for (int k = 1; k < slot.width; k++)
|
||||
{
|
||||
cells[y + j, x + k] = new Cell(x + k, y + j, slot, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log("START: " + (slot.cell == null));
|
||||
}
|
||||
else
|
||||
{
|
||||
cells[y, x] = null;// new Cell(null, false, false); // Setting null so that we can reserve memory
|
||||
}
|
||||
}
|
||||
cellsInitialized = true;
|
||||
}
|
||||
|
||||
internal void HideSlotsOfItem(ItemUI itemDrop)
|
||||
{
|
||||
if(itemDrop != null)
|
||||
|
@ -11,8 +11,10 @@ namespace SimpleInventorySystem
|
||||
[RequireComponent(typeof(RectTransform), typeof(CanvasGroup))]
|
||||
public class ItemUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
|
||||
{
|
||||
public string itemName;
|
||||
private RectTransform rectTransform;
|
||||
public Image image;
|
||||
public Image backdropImage;
|
||||
[HideInInspector] public Canvas canvas;
|
||||
private CanvasGroup canvasGroup;
|
||||
private float scale = 1f;
|
||||
@ -33,6 +35,8 @@ namespace SimpleInventorySystem
|
||||
[HideInInspector] public bool Equipped;
|
||||
private Vector2 oldImageSizeDelta;
|
||||
private Vector2 oldSizeDelta;
|
||||
public RarityType rarity;
|
||||
[HideInInspector] public bool interactable = true;
|
||||
|
||||
public bool Stackable
|
||||
{
|
||||
@ -68,11 +72,12 @@ namespace SimpleInventorySystem
|
||||
[HideInInspector] public TargetAttachment targetAttachment;
|
||||
//public Item item;
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
rectTransform = GetComponent<RectTransform>();
|
||||
|
||||
if(image == null)
|
||||
if (image == null)
|
||||
{
|
||||
Image[] images = transform.GetComponentsInChildren<Image>();
|
||||
for(int i = 0; i < images.Length; i++)
|
||||
@ -88,7 +93,7 @@ namespace SimpleInventorySystem
|
||||
|
||||
if(image == null)
|
||||
{
|
||||
Debug.LogError("ItemUI: Item needs an Image component.");
|
||||
Debug.LogError("ItemUI: Item needs a child with an Image component.");
|
||||
}
|
||||
|
||||
canvasGroup = GetComponent<CanvasGroup>();
|
||||
@ -120,6 +125,12 @@ namespace SimpleInventorySystem
|
||||
//InstantiateItem();
|
||||
}
|
||||
|
||||
public Rarity GetRarity()
|
||||
{
|
||||
Debug.Log(rarity);
|
||||
return InventorySystem.instance.GetRarityFromList(rarity);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an integer number if it has a container with a GridUI. the number returned is either -1 if no gridUI exists, or the capacity in terms of 1x1 cells.
|
||||
/// </summary>
|
||||
@ -168,7 +179,26 @@ namespace SimpleInventorySystem
|
||||
//rectTransform.localPosition = new Vector3(0, 0);
|
||||
}
|
||||
|
||||
public void Drop()
|
||||
public bool Equip()
|
||||
{
|
||||
foreach (TagSlotPairing tsp in InventorySystem.instance.TagSlotPairings)
|
||||
{
|
||||
if (!tsp.HasSlotOccupied())
|
||||
{
|
||||
UnsetSlot();
|
||||
bool value = tsp.slot.DropOntoSlot(gameObject);
|
||||
if (!value)
|
||||
{
|
||||
ReturnToSlot();
|
||||
}
|
||||
return value;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void DropItemOntoSlot()
|
||||
{
|
||||
//Debug.Log("OnEndDrag");
|
||||
if (image != null)
|
||||
@ -195,7 +225,7 @@ namespace SimpleInventorySystem
|
||||
|
||||
public void GrabAndDragItem()
|
||||
{
|
||||
if (!isDragging)
|
||||
if (!isDragging && interactable)
|
||||
{
|
||||
Debug.Log("GRAB AND DRAG");
|
||||
//Debug.Log("OnPointerDown");
|
||||
@ -209,33 +239,10 @@ namespace SimpleInventorySystem
|
||||
rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, oldSizeDelta.x);
|
||||
rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, oldSizeDelta.y);
|
||||
|
||||
if (slot != null)
|
||||
previousSlot = slot;
|
||||
transform.SetParent(canvas.transform);
|
||||
//rectTransform.pivot = new Vector2(.5f, .5f);
|
||||
//rectTransform.position += new Vector3(50, -50, 0);
|
||||
if (slot != null)
|
||||
{
|
||||
slot.RemoveDragDropItem();
|
||||
slot = null;
|
||||
}
|
||||
if (cells != null)
|
||||
{
|
||||
foreach (Cell c in cells)
|
||||
{
|
||||
if (c != null)
|
||||
{
|
||||
c.inUse = false;
|
||||
//c.overlapped = false;
|
||||
//s.ShowImage();
|
||||
if (c.GetSlot() != null && c.GetSlot() != this.slot)
|
||||
{
|
||||
c.GetSlot().UnsetCell();// RemoveDragDropItem(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
cells = null;
|
||||
}
|
||||
|
||||
UnsetSlot();
|
||||
|
||||
isDragging = true;
|
||||
InventorySystem.instance.DraggedItem = this;
|
||||
PickedUpOnFrame = true;
|
||||
@ -248,6 +255,33 @@ namespace SimpleInventorySystem
|
||||
ContextWindows.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
public void UnsetSlot()
|
||||
{
|
||||
if (slot != null)
|
||||
{
|
||||
previousSlot = slot;
|
||||
slot.RemoveDragDropItem();
|
||||
slot = null;
|
||||
}
|
||||
if (cells != null)
|
||||
{
|
||||
foreach (Cell c in cells)
|
||||
{
|
||||
if (c != null)
|
||||
{
|
||||
c.inUse = false;
|
||||
//c.overlapped = false;
|
||||
//s.ShowImage();
|
||||
if (c.GetSlot() != null && c.GetSlot() != this.slot)
|
||||
{
|
||||
c.GetSlot().UnsetCell();// RemoveDragDropItem(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
cells = null;
|
||||
}
|
||||
}
|
||||
|
||||
public void AddToContainedItems(ItemUI item)
|
||||
{
|
||||
@ -338,6 +372,22 @@ namespace SimpleInventorySystem
|
||||
Count = 1;
|
||||
}
|
||||
SetRenderItemUIPropertyValue();
|
||||
|
||||
|
||||
Rarity r = GetRarity();
|
||||
if (backdropImage == null)
|
||||
{
|
||||
backdropImage = transform.GetComponent<Image>();
|
||||
}
|
||||
|
||||
if (backdropImage == null)
|
||||
{
|
||||
Debug.LogError("ItemUI: Item needs at least an Image component.");
|
||||
}
|
||||
else if (r != null)
|
||||
{
|
||||
backdropImage.color = new Color(r.color.r, r.color.g, r.color.b, InventorySystem.instance.ItemBackdropTransparency);
|
||||
}
|
||||
}
|
||||
|
||||
public Orientation ImageOrientation()
|
||||
@ -443,6 +493,20 @@ namespace SimpleInventorySystem
|
||||
// TODO: fix this
|
||||
rectTransform.position = InventorySystem.instance.MouseInCanvasPosition;
|
||||
}
|
||||
|
||||
if (PointerIsHoveredOver && InventorySystem.instance.PressedEquipItemKey(false))
|
||||
{
|
||||
Equip();
|
||||
// TODO: see if more needs to be implemented here.
|
||||
return;
|
||||
}
|
||||
|
||||
if (PointerIsHoveredOver && InventorySystem.instance.PressedDropItemKey(false))
|
||||
{
|
||||
DropItemAway();
|
||||
return;
|
||||
}
|
||||
|
||||
if (PointerIsHoveredOver && InventorySystem.instance.DraggedItem == null)
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0) && !isDragging && InventorySystem.instance.DraggedItem == null && !slot.DroppedOnFrame)
|
||||
@ -455,7 +519,7 @@ namespace SimpleInventorySystem
|
||||
InventorySystem.instance.OpenContextMenu(this);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
PickedUpOnFrame = false;
|
||||
@ -477,7 +541,7 @@ namespace SimpleInventorySystem
|
||||
switch (eulerAngle)
|
||||
{
|
||||
case -90:
|
||||
rectTransform.pivot = new Vector2(0,0);
|
||||
rectTransform.pivot = new Vector2(0, 0);
|
||||
rectTransform.Rotate(new Vector3(0, 0, 1), -90);
|
||||
imageOrientation = (width > height) ? Orientation.Portrait : Orientation.Landscape;
|
||||
break;
|
||||
@ -499,22 +563,30 @@ namespace SimpleInventorySystem
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (InventorySystem.instance.PressedDropItemKey(true))
|
||||
{
|
||||
if(pickUp == null)
|
||||
{
|
||||
// TODO: Create a new pickup for items without a gameobject attached
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
isDragging = false;
|
||||
InventorySystem.instance.DraggedItem = null;
|
||||
|
||||
InventorySystem.instance.player.DetachItemGameObject(pickUp.ItemGameObject, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void DropItemAway()
|
||||
{
|
||||
if (pickUp == null)
|
||||
{
|
||||
// TODO: Create a new pickup for items without a gameobject attached
|
||||
Debug.LogError("No in-world gameobject previously attached with itemUI");
|
||||
}
|
||||
else
|
||||
{
|
||||
InventorySystem.instance.player.DetachItemGameObject(pickUp.ItemGameObject, this);
|
||||
}
|
||||
isDragging = false;
|
||||
InventorySystem.instance.DraggedItem = null;
|
||||
UnsetSlot();
|
||||
}
|
||||
|
||||
public void SetInteractable(bool value)
|
||||
{
|
||||
interactable = value;
|
||||
}
|
||||
|
||||
public void OnPointerExit(PointerEventData eventData)
|
||||
{
|
||||
//PointerIsHoveredOver = false;
|
||||
|
@ -198,7 +198,7 @@ namespace SimpleInventorySystem
|
||||
|
||||
Debug.Log("SlotUI:Drop:" + itemUI + ", " + itemDrop);
|
||||
|
||||
itemUI.Drop();
|
||||
itemUI.DropItemOntoSlot();
|
||||
|
||||
if (itemUI.Stackable)
|
||||
{
|
||||
@ -497,6 +497,11 @@ namespace SimpleInventorySystem
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (InventorySystem.instance.PressedDropItemKey(false) || InventorySystem.instance.PressedEquipItemKey(false))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (PointerIsHoveredOver)
|
||||
{
|
||||
ItemUI droppedItem = InventorySystem.instance.DraggedItem;
|
||||
@ -574,6 +579,11 @@ namespace SimpleInventorySystem
|
||||
|
||||
public void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
if(InventorySystem.instance.PressedDropItemKey(false) || InventorySystem.instance.PressedEquipItemKey(false))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ItemUI droppedItem = InventorySystem.instance.DraggedItem;
|
||||
if (droppedItem != null && !droppedItem.PickedUpOnFrame)
|
||||
{
|
||||
|
@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c310a300a0358f94f81e0eeb585d6cf4
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in New Issue
Block a user