105 lines
3.7 KiB
C#
105 lines
3.7 KiB
C#
//using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace SimpleInventorySystem
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{
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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 bool hasBeenLooted = false;
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public bool itemsHaveBeenInstantiated = false;
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public bool itemsHaveBeenHidden = 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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void Update()
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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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continue;
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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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PickUp pickUp = gObj.GetComponentInChildren<PickUp>();
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gObj.SetActive(true);
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gObj.transform.position = Vector3.zero;
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gObj.transform.SetParent(InventorySystem.instance.DefaultItemSpawn, false);
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if(gObj.GetComponent<Rigidbody>() != null)
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gObj.GetComponent<Rigidbody>().useGravity = false;
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if(item != null)
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{
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item.gameObject.SetActive(true);
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pickUp.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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//item.pickUp = gObj.GetComponentInChildren<PickUp>();
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}
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Invoke(nameof(HideGameObjects), .1f);
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}
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}
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Debug.Log(itemUIs.Count);
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hasBeenLooted = true;
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itemsHaveBeenInstantiated = 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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void HideGameObjects()
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{
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if (hasBeenLooted && itemsHaveBeenInstantiated && !itemsHaveBeenHidden)
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{
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foreach (ItemUI item in itemUIs)
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{
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//Debug.Log(item.gameObject.name);
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//Debug.Log(item.pickUp.gameObject.name);
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item.pickUp.ItemGameObject.SetActive(false);
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}
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itemsHaveBeenHidden = 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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//item.Inventory = this;
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}
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}
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} |