Loot container prototyping

This commit is contained in:
tonyomendoza 2023-03-16 15:44:34 -07:00
parent 8f26e24337
commit eee855551a
21 changed files with 849 additions and 823 deletions

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@ -24,7 +24,7 @@ public class DeriveSizeFromChild : MonoBehaviour
}
if (childRect != null && rect != null)
{
Debug.Log(childRect.rect);
//Debug.Log(childRect.rect);
if(childRect.rect.height > MinimumSize)
rect.sizeDelta = new Vector3(rect.sizeDelta.x, childRect.sizeDelta.y);
else

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@ -103,7 +103,7 @@ namespace SimpleInventorySystem
public TagSlotGridPairing()
{
Debug.Log("this should be called");
//Debug.Log("this should be called");
SetSlotsOrGrid();
/*if (tagSlotGridPairUI == null && slot == null && tagSlotGridPairUI == null)
{
@ -598,6 +598,7 @@ namespace SimpleInventorySystem
// TODO: functionality here
Inventory response_inventory = hits[i].collider.transform.GetComponent<Inventory>();
LootContainer response_lootContainer = hits[i].collider.transform.GetComponent<LootContainer>();
if (response_inventory != null && response_inventory == player.inventory)
{
@ -620,6 +621,22 @@ namespace SimpleInventorySystem
CurrentState = States.Loot;
}
}
else if (response_lootContainer != null && !InventorySystem.instance.IsUsingInventoryMenuUI())
{
//Debug.Log("Opening Inventory");
if (interactKeyInput.PressedKey(true))
{
OpenInventory();
LootMenuUI.SetActive(true);
StatsMenuUI.SetActive(false);
Loot(response_lootContainer);
CurrentState = States.Undefined;
}
else if (!InventorySystem.instance.IsUsingInventoryMenuUI())
{
CurrentState = States.Loot;
}
}
else if(!InventorySystem.instance.IsUsingInventoryMenuUI())
{
CurrentState = States.Undefined;
@ -649,6 +666,15 @@ namespace SimpleInventorySystem
StartCoroutine(LootGrid.PopulateItemsWithNewInventory(inventory.itemUIs));
}
}
public void Loot(LootContainer lootContainer)
{
if (lootContainer != null && !lootContainer.hasBeenLooted)
{
lootContainer.Loot();
//Debug.Log($"Looting: {inventory.itemUIs.Count}");
StartCoroutine(LootGrid.PopulateItemsWithNewInventory(lootContainer.itemUIs));
}
}
/// <summary>
/// This can be called to check if player is interacting with the Inventory System's UI

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@ -0,0 +1,138 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace SimpleInventorySystem
{
public class LootContainer : MonoBehaviour
{
// Start is called before the first frame update
public bool hasBeenLooted = false;
public bool itemsHaveBeenInstantiated = false;
public bool itemsHaveBeenHidden = false;
[HideInInspector] public List<ItemUI> itemUIs;
/// <summary>
/// Instantiates the item prefab first and calls necessary stuff.
/// </summary>
public void Loot()
{
if (!hasBeenLooted)
{
itemUIs = new List<ItemUI>();
Size size = GenerateContainerSize();
PopulateContainer(size);
hasBeenLooted = true;
}
else
{
hasBeenLooted = true;
}
}
void HideGameObjects()
{
if (hasBeenLooted && itemsHaveBeenInstantiated && !itemsHaveBeenHidden)
{
foreach (ItemUI item in itemUIs)
{
//Debug.Log(item.gameObject.name);
//Debug.Log(item.pickUp.gameObject.name);
item.pickUp.ItemGameObject.SetActive(false);
}
itemsHaveBeenHidden = true;
}
}
public ScriptableLootContainer data;
// Start is called before the first frame update
void Start()
{
if (data == null)
{
Debug.LogError("Loot Container should have a Scriptable Loot Container referenced.");
return;
}
}
public Size GenerateContainerSize()
{
int width = Random.Range(data.minimumContainerSize.Width, data.maximumContainerSize.Width + 1);
int height = Random.Range(data.minimumContainerSize.Height, data.maximumContainerSize.Height + 1);
return new Size(width, height);
}
public void PopulateContainer(Size size)
{
int cells = size.Width * size.Height;
int limit = 50;
while(limit > 0 && cells > 0)
{
GameObject item = Spawn();
ItemUI itemUI = item.GetComponentInChildren<ItemUI>();
PickUp pickUp = item.GetComponentInChildren<PickUp>();
item.SetActive(true);
item.transform.position = Vector3.zero;
item.transform.SetParent(InventorySystem.instance.DefaultItemSpawn, false);
if (item.GetComponent<Rigidbody>() != null)
item.GetComponent<Rigidbody>().useGravity = false;
if (itemUI != null)
{
itemUIs.Add(itemUI);
itemUI.gameObject.SetActive(true);
pickUp.gameObject.SetActive(true);
//AddOwnership(item, this);
//item.transform.SetParent(transform, true);
itemUI.InitializeImageSize();
itemUI.ResetTransform();
//gObj.transform.SetParent(item.transform, true);
//gObj.SetActive(false);
//item.pickUp = gObj.GetComponentInChildren<PickUp>();
}
cells -= itemUI.width * itemUI.height;
limit--;
}
Invoke(nameof(HideGameObjects), .1f);
itemsHaveBeenInstantiated = true;
}
private GameObject Spawn()
{
// RNG rarity
float rate = Random.Range(0f, 1f);
RarityType rarity = data.GetRandomRarity(rate);
// RNG item
GameObject prefab = data.GetRandomItem(rarity);
GameObject newItem = Instantiate(prefab);
Debug.Log($"Loot Container: {newItem.name}");
return newItem;
}
// Update is called once per frame
void Update()
{
if (data == null)
{
return;
}
}
/*public void RemoveOwnership(ItemUI item, Inventory newOwnerInventory)
{
item.Inventory = newOwnerInventory;
//items.Remove(item.pickUp.ItemGameObject);
itemUIs.Remove(item);
newOwnerInventory.AddOwnership(item, this);
}
public void AddOwnership(ItemUI item, Inventory oldOwnerInventory)
{
//items.Add(item.pickUp.ItemGameObject);
itemUIs.Add(item);
//item.Inventory = this;
}*/
}
}

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@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace SimpleInventorySystem
{
public class ScriptableInventoryDatabase : MonoBehaviour
{
public GameObject[] AvailableItemPrefabs;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
}

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@ -0,0 +1,94 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace SimpleInventorySystem
{
[CreateAssetMenu(fileName = "New Scriptable Loot Container", menuName = "Inventory System/Loot Containers")]
public class ScriptableLootContainer : ScriptableObject
{
public GameObject[] spawnableItemPrefabs;
public SpawnRairtyToItemRate[] spawnRates;
public float spawnTime = 1800; // 30 minutes * 60 seconds
public float minimumSpawnDistance = 100;
public Size minimumContainerSize = new Size(3, 3);
public Size maximumContainerSize = new Size(5, 5);
[HideInInspector] public Dictionary<RarityType, List<GameObject>> ItemPool = new Dictionary<RarityType, List<GameObject>>();
[HideInInspector] public Dictionary<int, List<GameObject>> ItemPoolBySize = new Dictionary<int, List<GameObject>>();
public void Awake()
{
}
public void OnEnable()
{
//Debug.Log("Awake");
if (minimumContainerSize.Width > maximumContainerSize.Width)
{
Debug.LogError("Minimum Container Size's width is greater than Maximum Containzer Size's width. Attempting to resolve.");
minimumContainerSize.Width = 3;
maximumContainerSize.Width = 5;
}
if (minimumContainerSize.Height > maximumContainerSize.Height)
{
Debug.LogError("Maximum Container Size's height is greater than Maximum Containzer Size's height. Attempting to resolve.");
minimumContainerSize.Height = 3;
maximumContainerSize.Height = 5;
}
//Debug.Log(spawnableItemPrefabs.Length);
ItemPool = new Dictionary<RarityType, List<GameObject>>();
foreach (GameObject gameObject in spawnableItemPrefabs)
{
ItemUI item = gameObject.GetComponentInChildren<ItemUI>();
if (item != null)
{
if (!ItemPool.ContainsKey(item.rarity))
{
ItemPool.Add(item.rarity, new List<GameObject>());
}
ItemPool[item.rarity].Add(gameObject);
}
//Debug.Log(gameObject.name);
}
}
public RarityType GetRandomRarity(float rate)
{
float currentRate = 0;
RarityType fallBackRarity = spawnableItemPrefabs[0].GetComponentInChildren<ItemUI>().rarity;
foreach (SpawnRairtyToItemRate sR in spawnRates)
{
if (rate <= currentRate + sR.spawnRate)
{
return sR.rarity;
}
else
{
currentRate = sR.spawnRate;
}
}
return fallBackRarity;
}
public GameObject GetRandomItem(RarityType rarity)
{
if (!ItemPool.ContainsKey(rarity))
{
Debug.LogError("Rarity not found in Item Pool.");
return null;
}
int index = UnityEngine.Random.Range(0, ItemPool[rarity].Count);
return ItemPool[rarity][index];
}
}
[Serializable]
public class SpawnRairtyToItemRate
{
public RarityType rarity;
[Range(0, 1)] public float spawnRate;
}
}

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@ -2,6 +2,8 @@
using System.Collections.Generic;
using UnityEngine;
namespace SimpleInventorySystem
{
public class BlockRaycast : MonoBehaviour
{
// Start is called before the first frame update
@ -16,3 +18,4 @@ public class BlockRaycast : MonoBehaviour
}
}
}

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@ -47,6 +47,13 @@ namespace SimpleInventorySystem
{
inspectButton.onClick.AddListener(OpenInspectionWindow);
}
Button dropButton = itemInspectMenu.transform.Find("Drop").GetComponent<Button>();
Debug.Log("ContextMenuManager: " + inspectButton);
if (inspectButton != null)
{
dropButton.onClick.AddListener(DropItem);
}
}
public void OpenInspectionWindow()
@ -59,6 +66,7 @@ namespace SimpleInventorySystem
//inspectItem.ContextWindows.Add(TacticalRigInspectionWindow);
//TacticalRigInspectionWindow.SetActive(true);
inspectItem.ShowInspectionWindow();
CloseContextMenu();
}
}
@ -82,6 +90,11 @@ namespace SimpleInventorySystem
{
inspectButton.onClick.RemoveListener(OpenInspectionWindow);
}
Button dropButton = itemInspectMenu.transform.Find("Drop").GetComponent<Button>();
if (dropButton != null)
{
dropButton.onClick.RemoveListener(DropItem);
}
inspectItem.SetInteractable(true);
}
inspectItem = null;

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@ -33,6 +33,29 @@ namespace SimpleInventorySystem
{
ShortDescriptionText.text = $"{ItemUI.shortDescription}";
}
if (DropButton != null)
{
DropButton.onClick.AddListener(DropItem);
}
}
public void DropItem()
{
Debug.Log("Drop");
if (ItemUI != null)
{
ItemUI.DropItemAway();
CloseInspectionWindow();
}
}
public void CloseInspectionWindow()
{
if (DropButton != null)
{
DropButton.onClick.RemoveListener(DropItem);
}
dragWindowUI.CloseWindow();
}
// Update is called once per frame

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@ -996,10 +996,10 @@ namespace SimpleInventorySystem
IEnumerator coroutineA()
{
// wait for 1 second
Debug.Log("coroutineA created");
//Debug.Log("coroutineA created");
yield return new WaitForEndOfFrame();
container.SetActive(false);
Debug.Log("coroutineA running again");
//Debug.Log("coroutineA running again");
}
public void DropItemAway()

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