projectEli/Assets/SimpleInventorySystem/Scripts/Inventory/InventorySystem.cs

381 lines
12 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.EventSystems;
// TODO: Expand for other measurement systems later
namespace SimpleInventorySystem
{
public enum Orientation { Portrait, Landscape };
[Serializable]
public struct Size
{
public int Width;
public int Height;
public Size(int width, int height)
{
this.Width = width;
this.Height = height;
}
public Size(float width, float height)
{
this.Width = (int)width;
this.Height = (int)height;
}
public int span { get { return Width * Height; } }
}
public struct KeyInput
{
public bool pressedKey, holdingKey;
public KeyCode keyCode;
public KeyInput(KeyCode keyCode)
{
this.keyCode = keyCode;
pressedKey = false;
holdingKey = false;
}
public void Update()
{
if (Input.GetKeyDown(keyCode) && !pressedKey && !holdingKey)
{
//Debug.Log("R");
pressedKey = true;
}
else if (pressedKey && !holdingKey)
{
holdingKey = true;
}
else if (Input.GetKeyUp(keyCode))
{
//Debug.Log("R - up");
holdingKey = false;
pressedKey = false;
}
}
public bool PressedKey(bool singlePress)
{
return pressedKey && (!singlePress || !holdingKey);
}
}
[Serializable]
public class TagSlotPairing
{
public ItemTags itemTag;
public SlotUI slot;
public bool HasSlotOccupied()
{
return slot.GetItemUI() != null;
}
}
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;
public GameObject InventoryMenuUI;
public GameObject LootMenuUI;
public GameObject StatsMenuUI;
public KeyCode rotateKey;
public KeyCode menuKey;
public KeyCode interactKey;
public KeyCode dropItemKey;
protected KeyInput rotationKeyInput;
protected KeyInput menuKeyInput;
protected KeyInput interactKeyInput;
protected KeyInput dropItemKeyInput;
[SerializeField] private int DefaultWidthOnGrid = 100;
[SerializeField] private int DefaultHeightOnGrid = 100;
public Size DefaultSizeOnGrid;
public Camera playerCamera;
public GameObject EventsObject;
private GameObject toolbarEvents;
public StandaloneInputModule StandaloneInputModule;
public Vector2 MouseInCanvasPosition;
public ItemUI DraggedItem;
public ContextMenuManagerUI ContextMenuUI;
public static List<GameObject> hoverResults;
public Player_IS player;
public List<TagSlotPairing> TagSlotPairings;
private void Awake()
{
if (instance == null)
{
instance = this;
}
else
{
// TODO: Test this, make sure only one inventory system is active throughout the game
Destroy(gameObject);
}
DefaultSizeOnGrid = new Size(DefaultWidthOnGrid, DefaultHeightOnGrid);
rotationKeyInput = new KeyInput(rotateKey);
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() + " ]");
}
toolbarEvents = EventsObject.transform.Find("Toolbar").gameObject;
}
// Start is called before the first frame update
void Start()
{
InventoryMenuUI.SetActive(false);
}
// Update is called once per frame
void Update()
{
rotationKeyInput.Update();
menuKeyInput.Update();
interactKeyInput.Update();
dropItemKeyInput.Update();
//else
{
DetectObject();
}
if (menuKeyInput.PressedKey(true))
{
if(InventoryMenuUI != null)
{
ToggleInventory();
}
}
hoverResults = GetPointerOverUIObject();
}
private List<GameObject> GetPointerOverUIObject()
{
PointerEventData eventDataCurrentPosition = new PointerEventData(EventSystem.current);
eventDataCurrentPosition.position = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
List<RaycastResult> results = new List<RaycastResult>();
EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
List<GameObject> rGOs = new List<GameObject>();
for (int i = 0; i < results.Count; i++)
{
if (results[i].gameObject.layer == LayerMask.GetMask("Ignore Raycast"))
{
results.RemoveAt(i);
i--;
}
else// if (results[i].gameObject.layer == LayerMask.GetMask("UI"))
{
rGOs.Add(results[i].gameObject);
}
}
return rGOs;
}
public static bool IsMouseOverUI(GameObject go)
{
if(hoverResults == null || hoverResults.Count == 0)
{
return false;
}
return hoverResults.Contains(go);
}
public static bool IsMouseOverItemUITop(ItemUI item)
{
if (hoverResults == null || hoverResults.Count == 0)
{
return false;
}
foreach(GameObject go in hoverResults)
{
if(go.GetComponent<ItemUI>() != null)
{
if (go.GetComponent<ItemUI>() == item)
return true;
else
return false;
}
}
return false;
}
private void FixedUpdate()
{
Vector2 movePos;
RectTransformUtility.ScreenPointToLocalPointInRectangle(inventoryUI.transform as RectTransform, Input.mousePosition, inventoryUI.worldCamera, out movePos);
MouseInCanvasPosition = InventorySystem.instance.inventoryUI.transform.TransformPoint(movePos);
}
public void ToggleInventory()
{
if (InventoryMenuUI.activeInHierarchy)
{
CloseInventory();
}
else
{
OpenInventory();
}
}
public void OpenInventory()
{
InventoryMenuUI.SetActive(true);
toolbarEvents.GetComponent<MoveChildrenUI>().MoveToTarget(false, true);
}
public void CloseInventory()
{
toolbarEvents.GetComponent<MoveChildrenUI>().MoveToSource(true, false);
InventoryMenuUI.SetActive(false);
}
public void OpenContextMenu(MonoBehaviour uiContext)
{
if (uiContext.GetType() == typeof(ItemUI))
{
ContextMenuUI.OpenContextMenu((ItemUI)uiContext);
}
}
private void DetectObject()
{
if (playerCamera == null)
{
//Debug.Log("Uh OHHH. No camera detected");
}
else
{
//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))
{
// for single hits, i guess...
}
RaycastHit[] hits = Physics.RaycastAll(ray, 200);
for(int i = 0; i < hits.Length; i++)
{
if (hits[i].collider != null)
{
//Debug.Log("3D Hit All: " + hits[i].collider.gameObject.name);
}
if (hit.collider != null)// && hit.transform.parent.parent.parent != null)
{
PickUp response_pickUp = hit.collider.transform.GetComponent<PickUp>();
if (response_pickUp && !InventorySystem.instance.IsUsingInventoryMenuUI())
{
//Debug.Log("Detecting");
lootMessage.gameObject.SetActive(true);
if (interactKeyInput.pressedKey)
player.HandlePickup(response_pickUp);
return;
}
else
{
lootMessage.gameObject.SetActive(false);
}
//Debug.Log("3D Hit: " + hit.collider.transform.name);
// TODO: functionality here
Inventory response_inventory = hit.collider.transform.GetComponent<Inventory>();
if(response_inventory == player.inventory)
{
continue; // ignore self
}
if (response_inventory != null && !InventorySystem.instance.IsUsingInventoryMenuUI())
{
Debug.Log("Opening Inventory");
if (interactKeyInput.PressedKey(true))
{
OpenInventory();
LootMenuUI.SetActive(true);
StatsMenuUI.SetActive(false);
lootMessage.gameObject.SetActive(false);
}
else if (!InventorySystem.instance.IsUsingInventoryMenuUI())
{
lootMessage.gameObject.SetActive(true);
}
}
else if(!InventorySystem.instance.IsUsingInventoryMenuUI())
{
lootMessage.gameObject.SetActive(false);
LootMenuUI.SetActive(false);
StatsMenuUI.SetActive(true);
}
}
}
/*RaycastHit[] hitsNonAlloc = new RaycastHit[1];
int numberOfHits = Physics.RaycastNonAlloc(ray, hitsNonAlloc);
for (int i = 0; i < numberOfHits; i++)
{
if (hitsNonAlloc[i].collider != null)
{
Debug.Log("3D Hit Non Alloc All: " + hitsNonAlloc[i].collider.tag);
}
}*/
}
/// <summary>
/// This can be called to check if player is interacting with the Inventory System's UI
/// </summary>
/// <returns></returns>
public bool IsUsingInventoryMenuUI()
{
return InventoryMenuUI.activeInHierarchy;
}
public bool PressedKeyRotation(bool singlePress)
{
return rotationKeyInput.PressedKey(singlePress);
}
public bool PressedDropItemKey(bool singlePress)
{
return dropItemKeyInput.PressedKey(singlePress);
}
public void OnPointerClick(PointerEventData eventData)
{
}
}
}