Added TMP

This commit is contained in:
julius
2022-02-14 09:48:32 +01:00
parent f0a5fe201c
commit 27b7415f2e
348 changed files with 60686 additions and 139 deletions

813
Assets/Scene.unity Normal file
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@@ -0,0 +1,20 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Interactable : MonoBehaviour
{
void Start()
{
}
void Update()
{
}
public void interact()
{
}
}

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@@ -22,6 +22,8 @@ public class Inventory : MonoBehaviour
/// </summary> /// </summary>
public delegate void OnItemChanged();
public OnItemChanged onItemChangedCallback; //
List<Slot> inventory = new List<Slot>(); List<Slot> inventory = new List<Slot>();
@@ -36,7 +38,8 @@ public class Inventory : MonoBehaviour
{ {
inventory.Add(new Slot(maxSpaceOfSlots)); inventory.Add(new Slot(maxSpaceOfSlots));
} }
if (onItemChangedCallback != null)
onItemChangedCallback.Invoke();
} }
public void addInventorySlots(int numberOfSlots, int maxSpaceOfSlots = 10) public void addInventorySlots(int numberOfSlots, int maxSpaceOfSlots = 10)
{ {
@@ -46,7 +49,8 @@ public class Inventory : MonoBehaviour
{ {
inventory.Add(new Slot(maxSpaceOfSlots)); inventory.Add(new Slot(maxSpaceOfSlots));
} }
if (onItemChangedCallback != null)
onItemChangedCallback.Invoke();
} }
public int addItemAt(int index, Item itemType,int count) public int addItemAt(int index, Item itemType,int count)
{ {
@@ -65,16 +69,23 @@ public class Inventory : MonoBehaviour
if (inventory[index].MaxItems == inventory[index].Count) if (inventory[index].MaxItems == inventory[index].Count)
{ {
if (onItemChangedCallback != null)
onItemChangedCallback.Invoke();
return count; // Can't add any items if the slot is full. return count; // Can't add any items if the slot is full.
} }
else if (inventory[index].MaxItems >= inventory[index].Count + count) else if (inventory[index].MaxItems >= inventory[index].Count + count)
{ {
inventory[index].addItem(count); // Adds all items if there is enought space. inventory[index].addItem(count); // Adds all items if there is enought space.
if(onItemChangedCallback != null)
onItemChangedCallback.Invoke();
return 0; return 0;
} else } else
{ {
int rest = count - inventory[index].MaxItems - inventory[index].Count; int rest = count - inventory[index].MaxItems - inventory[index].Count;
inventory[index].addItem(inventory[index].MaxItems - inventory[index].Count); // Adds the number of items until the slot is full and returns the number of items that didn't fit. inventory[index].addItem(inventory[index].MaxItems - inventory[index].Count); // Adds the number of items until the slot is full and returns the number of items that didn't fit.
if (onItemChangedCallback != null)
onItemChangedCallback.Invoke();
return rest; return rest;
} }
} }

View File

@@ -11,17 +11,19 @@ public class InventoryController : MonoBehaviour
private void Awake() private void Awake()
{ {
inventory = transform.GetComponent<Inventory>(); inventory = transform.GetComponent<Inventory>();
inventory.createEmptyInventory(5,10); inventory.createEmptyInventory(8,10);
inventory.addItemAt(0, item1, 8); inventory.addItemAt(0, item1, 8);
inventory.addItemAt(0, item1, 1); inventory.addItemAt(0, item1, 1);
inventory.addItemAt(3, item2, 15); inventory.addItemAt(3, item2, 15);
inventory.addItemAt(4, item1, 3);
/* /*
Debug.Log(inventory.addItemAt(0, item2, 15)); Debug.Log(inventory.addItemAt(0, item2, 15));
Debug.Log(inventory.getInventory[0].Count); Debug.Log(inventory.getInventory[0].Count);
Debug.Log(inventory.removeItemAt(0, 10)); Debug.Log(inventory.removeItemAt(0, 10));
Debug.Log(inventory.getInventory[0].Count); Debug.Log(inventory.getInventory[0].Count);
*/ */
uiInventory.setInventory(inventory); uiInventory.setInventory(inventory);
} }
void Start() void Start()

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@@ -4,29 +4,37 @@ using UnityEngine;
public class Slot public class Slot
{ {
/// <summary>
/// Holds an itemType the number of items and the number of maxItems
/// this has no logic so everything has to be done from the outside
/// [Get/Set]
/// ItemType
/// Count
/// MaxItems
/// [Methods]
/// void addItem(int count = 1)
/// void removeItem(int count = 1)
/// </summary>
Item item; Item item;
int maxItems; int maxItems = 1;
int count; int count = 0;
public Slot(int maxItems)
{
item = null;
this.maxItems = maxItems;
count = 0;
}
public bool removeItem(int count = 1)
{
this.count -= count;
return true;
}
public bool addItem(int count = 1)
{
this.count += count;
return true;
}
public Item ItemType { get => item; set => item = value; } public Item ItemType { get => item; set => item = value; }
public int Count { get => count; set => count = value; } public int Count { get => count; set => count = value; }
public int MaxItems { get => maxItems; set => maxItems = value; } public int MaxItems { get => maxItems; set => maxItems = value; }
public Slot(int maxItems = 1)
{
item = null;
this.maxItems = maxItems;
}
public void addItem(int count = 1)
{
// adds any number of items to the slot will also go over the max items
this.count += count;
}
public void removeItem(int count = 1)
{
// removes any number of items from the slot will also go negative
this.count -= count;
}
} }

View File

@@ -12,26 +12,37 @@ public class UI_Inventory : MonoBehaviour
{ {
//itemSlotTemplate = inventoryContainer.Find("containerTemplate"); //itemSlotTemplate = inventoryContainer.Find("containerTemplate");
} }
public void buttonEvent(int index)
{
Debug.Log("yeet");
}
public void setInventory(Inventory inventory) public void setInventory(Inventory inventory)
{ {
playerInventory = inventory; playerInventory = inventory;
inventory.onItemChangedCallback += updateInventory;
updateInventory(); updateInventory();
} }
private void updateInventory() private void updateInventory()
{ {
int rows = 2;
int columns = 4;
float slotSize = 95;
int x = 0; int x = 0;
int y = 0; int y = 0;
float slotSize = 100; int index = 0;
//inventoryContainer.GetComponent<RectTransform>().
foreach (Slot slot in playerInventory.getInventory) foreach (Slot slot in playerInventory.getInventory)
{ {
RectTransform itemSlotRectTransform = Instantiate(itemSlotTemplate, inventoryContainer).GetComponent<RectTransform>(); RectTransform itemSlotRectTransform = Instantiate(itemSlotTemplate, inventoryContainer).GetComponent<RectTransform>();
itemSlotRectTransform.anchoredPosition = new Vector2(x* slotSize,y * slotSize); itemSlotRectTransform.anchoredPosition = new Vector2(x* slotSize + slotSize * 0.5f,y * slotSize - slotSize * 0.5f );
itemSlotRectTransform.gameObject.SetActive(true); itemSlotRectTransform.gameObject.SetActive(true);
itemSlotRectTransform.gameObject.name = "ItemSlot" + index;
if (slot.ItemType != null) if (slot.ItemType != null)
{ {
Transform Item = itemSlotRectTransform.Find("ItemTemplate"); Transform Item = itemSlotRectTransform.GetChild(0).Find("Icon");
Item.gameObject.SetActive(true); Item.gameObject.SetActive(true);
Item.GetComponent<Image>().sprite = slot.ItemType.sprite; Item.GetComponent<Image>().sprite = slot.ItemType.sprite;
} }
@@ -41,6 +52,7 @@ public class UI_Inventory : MonoBehaviour
x = 0; x = 0;
y--; y--;
} }
index++;
} }
} }
} }

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Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
with Reserved Font Name Anton.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
with Reserved Font Name Bangers.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
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2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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Copyright Holder(s) and the Author(s) or with their explicit written
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5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

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Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
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