reworked inv

This commit is contained in:
j.mei7
2022-02-21 21:16:29 +01:00
parent faf55bfb89
commit 65d6af578d
19 changed files with 364 additions and 253 deletions

View File

@@ -910,15 +910,16 @@ GameObject:
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View File

@@ -7,4 +7,9 @@ public class FoodItem : Item
public int health; public int health;
public int water; public int water;
public int regeneration; public int regeneration;
}
public override void OnSelect()
{
throw new System.NotImplementedException();
}
}

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@@ -21,114 +22,76 @@ public class Inventory : MonoBehaviour
/// -------------------------------------------------------------------------------/// /// -------------------------------------------------------------------------------///
/// </summary> /// </summary>
public Item testItemType;
public delegate void OnItemChanged(); public static Action OnInventoryChanged;
public OnItemChanged onItemChangedCallback; // public static Action OnItemAdded;
public static Action OnItemRemoved;
[Header("Inventory")]
[SerializeField]
int numberOfSlots = 20;
[SerializeField]
int maxSpaceOfSlots = 10;
[SerializeField]
List<Slot> inventory = new List<Slot>(); List<Slot> inventory = new List<Slot>();
public List<Slot> getInventory { get => inventory;} public void AddSlots(int _numberOfSlots)
public void createEmptyInventory(int numberOfSlots, int maxSpaceOfSlots = 10)
{ {
// Initializes the inventory with a specific number of slots and slotsize. for (int i = 0; i < _numberOfSlots; i++)
// !!!Has to be called bevore adding any items!!!
// Example createEmptyInventory(5, 10) : 5 Slots with space for 10 items each
inventory = new List<Slot>();
for (int i = 0; i < numberOfSlots; i++)
{ {
inventory.Add(new Slot(maxSpaceOfSlots)); inventory.Add(new Slot());
} }
if (onItemChangedCallback != null) OnInventoryChanged?.Invoke();
onItemChangedCallback.Invoke();
} }
public void addInventorySlots(int numberOfSlots, int maxSpaceOfSlots = 10) Slot GetEmptySlot()
{ {
// Adds a specific number of slots and slotsize to the inventory. foreach (Slot slot in inventory)
// Example addInventorySlots(5, 10) : Adds 5 Slots with space for 10 items each
for (int i = 0; i < numberOfSlots; i++)
{ {
inventory.Add(new Slot(maxSpaceOfSlots)); if (slot.GetItem() == null)
return slot;
} }
if (onItemChangedCallback != null) return null;
onItemChangedCallback.Invoke();
} }
public int addItemAt(int index, Item itemType,int count) Slot GetSlotByItem(Item item)
{ {
// Adds a number (count = 7) of items of type itemType (itemType = Stone) to an item slot(index = 3). foreach (Slot slot in inventory)
//Returns the number of items that could not be added because of unsufficent space in the specefied slot
//or Return -1 if the index is out of bound or the item slot is already filled with a different itemType.
//
// Example inventory.addItemAt(3,Stone,7);
if (indexIsInRange(index) && (inventory[index].ItemType == null || inventory[index].ItemType.id == itemType.id))
{ {
if (inventory[index].ItemType == null) if (slot.GetItem() != null)
{ {
inventory[index].ItemType = Instantiate(itemType); // Set the itemType if the slot was empty. if (slot.GetItem().id == item.id)
return slot;
} }
if (inventory[index].MaxItems == inventory[index].Count)
{
if (onItemChangedCallback != null)
onItemChangedCallback.Invoke();
return count; // Can't add any items if the slot is full.
}
else if (inventory[index].MaxItems >= inventory[index].Count + count)
{
inventory[index].addItem(count); // Adds all items if there is enought space.
if(onItemChangedCallback != null)
onItemChangedCallback.Invoke();
return 0;
} else
{
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.
if (onItemChangedCallback != null)
onItemChangedCallback.Invoke();
return rest;
}
}
else
{
return -1;//Wrong item or index not in range.
} }
return null;
} }
public int removeItemAt(int index, int count) int GetRest(int count, Slot slot)
{ {
// Removes a number of items (count = 5) from a specific slot (index = 4). if (CountFitsInSlot(count, slot))
// Example inventory.removeItemAt(4,5)
if (indexIsInRange(index))
{ {
if (inventory[index].ItemType == null) return 0;
{
return count;// Can't remove any items if the slot is empty.
}
else if (inventory[index].Count > count)
{
inventory[index].removeItem(count);// Removes the number of items if there are more or equal items in the slot.
return 0;
}
else if (inventory[index].Count <= count)
{
int rest = count - inventory[index].Count;
inventory[index].Count = 0; // Removes all the items from the slot and returns the number of items that could not be removed.
inventory[index].ItemType = null; // When the slot is empty the itemType can also be removed.
return rest;
}
else
{
return -1; // Something went wrong (you should never end up in here).
}
} }
else else
{ {
return -1;//Index not in range. return (count - (maxSpaceOfSlots - slot.GetCount()));
} }
} }
private bool indexIsInRange(int index) bool CountFitsInSlot(int count, Slot slot)
{
int leftSize = maxSpaceOfSlots - slot.GetCount();
if (leftSize > count) // left size > count
{
return true;
}
else
{
return false;
}
}
bool indexIsInRange(int index)
{ {
// Returns true if a given index is in the bounds of the inventory. // Returns true if a given index is in the bounds of the inventory.
// Example (maxSize = 10) index = -10 : false , index = 100: false, index = 7 : true // Example (maxSize = 10) index = -10 : false , index = 100: false, index = 7 : true
@@ -142,4 +105,126 @@ public class Inventory : MonoBehaviour
return false; return false;
} }
} }
public int Remove(Item itemType, int count, int invIndex = -1)
{
Slot slot = null;
Item item = Instantiate(itemType);
if (item == null)
return -1;
// Get Slot
if (invIndex > -1)
{
if (indexIsInRange(invIndex))
slot = inventory[invIndex];
}
else
{
slot = GetSlotByItem(item);
}
if (slot == null)
return -1;
// remove
if (slot.GetItem() != null && slot.GetItem().id == item.id) // Wenn im Slot schon das gleiche item ist
{
int rest = 0;
if (slot.GetCount() >= count)
{
slot.RemoveCount(count);
}
else
{
rest = count - slot.GetCount();
slot.Clear();
}
OnInventoryChanged?.Invoke();
OnItemRemoved?.Invoke();
return rest;
}
else
return -1;
}
public int Add(Item itemType, int count, int invIndex = -1)
{
int rest = 0;
Slot slot = null;
Item item = Instantiate(itemType);
if (item == null)
return -1;
// Get Slot
if (invIndex > -1)
{
if(indexIsInRange(invIndex))
slot = inventory[invIndex];
}
else
{
slot = GetSlotByItem(item);
if (slot == null)
slot = GetEmptySlot();
}
if (slot == null)
return -1;
// add
if (slot.GetItem() != null && slot.GetItem().id == item.id) // Wenn im Slot schon das selbe item ist
{
if (CountFitsInSlot(count, slot))
{
slot.AddCount(count);
}
else
{
rest = GetRest(count, slot);
slot.Set(item, maxSpaceOfSlots);
}
}
else if (slot.GetItem() == null)
{
if (CountFitsInSlot(count, slot))
{
slot.Set(item, count);
}
else
{
rest = GetRest(count, slot);
slot.Set(item, maxSpaceOfSlots);
}
}
else
return -1;
OnInventoryChanged?.Invoke();
OnItemAdded?.Invoke();
return rest;
}
void Start()
{
AddSlots(numberOfSlots);
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.R))
{
Debug.Log(Add(testItemType, 8, 4));
}
if (Input.GetKeyDown(KeyCode.T))
{
Debug.Log(Remove(testItemType, 8, 4));
}
}
} }

View File

@@ -4,7 +4,7 @@ using UnityEngine;
public class InventoryController : MonoBehaviour public class InventoryController : MonoBehaviour
{ {
[SerializeField] Item item1;// not needed /*[SerializeField] Item item1;// not needed
[SerializeField] Item item2;// not needed [SerializeField] Item item2;// not needed
public Inventory inventory; public Inventory inventory;
[SerializeField] UI_Inventory uiInventory; [SerializeField] UI_Inventory uiInventory;
@@ -18,12 +18,11 @@ public class InventoryController : MonoBehaviour
inventory.addItemAt(3, item2, 15); inventory.addItemAt(3, item2, 15);
inventory.addItemAt(4, item1, 3); 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()
@@ -35,5 +34,5 @@ public class InventoryController : MonoBehaviour
void Update() void Update()
{ {
} }*/
} }

View File

@@ -3,10 +3,20 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
[CreateAssetMenu(fileName = "Item", menuName = "Items/Item", order = 1)] [CreateAssetMenu(fileName = "Item", menuName = "Items/Item", order = 1)]
public class Item : ScriptableObject public abstract class Item : ScriptableObject
{ {
public new string name; public new string name;
public int id; public int id;
public bool isStackable; public bool isStackable;
public Sprite sprite; public Sprite sprite;
}
public bool isSelected;
public abstract void OnSelect();
public void Select()
{
isSelected = !isSelected;
OnSelect();
}
}

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@@ -0,0 +1,11 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "ResourceItem", menuName = "Items/ResourceItem", order = 2)]
public class ResourceItem : Item
{
public override void OnSelect()
{
throw new System.NotImplementedException();
}
}

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@@ -1,54 +1,47 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
[Serializable]
public class Slot public class Slot
{ {
/// <summary> [SerializeField]
/// Holds an itemType the number of items and the number of maxItems Item item = null;
/// 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)
/// void clear()
/// </summary>
Item item; [SerializeField]
int maxItems = 1;
int count = 0; int count = 0;
public Item ItemType { get => item; set => item = value; }
public int Count { get => count; set => count = value; } public Item GetItem() => item;
public int MaxItems { get => maxItems; set => maxItems = value; }
public Slot(int maxItems = 1) public int GetCount() => count;
public void AddCount(int value) => count += value;
public void SetCount(int newCount)
{ {
item = null; count = newCount;
this.maxItems = maxItems; if (count <= 0)
Clear();
} }
public void addItem(int count = 1)
public void RemoveCount(int value)
{ {
// adds any number of items to the slot will also go over the max items count -= value;
this.count += count; if (count <= 0)
Clear();
} }
public void removeItem(int count = 1) public void ResetCount() => count = 0;
{
// removes any number of items from the slot will also go negative public void Clear()
this.count -= count;
}
public void clear()
{ {
item = null; item = null;
count = 0; count = 0;
} }
public Slot copy()
{
Slot slot = new Slot(maxItems);
slot.count = count;
slot.ItemType = ItemType;
return slot; public void Set(Item _item, int _count = 1)
{
item = _item;
count = _count;
} }
} }

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@@ -0,0 +1,26 @@
using UnityEngine;
[CreateAssetMenu(fileName = "ToolItem", menuName = "Items/Tool", order = 2)]
public class ToolItem : Item
{
public ToolType toolType;
float durability = 1f;
SpriteRenderer playerHandSpriteRenderer;
public override void OnSelect()
{
playerHandSpriteRenderer = GameObject.Find("Player").transform.Find("Hand").gameObject.GetComponent<SpriteRenderer>();
if (isSelected)
{
playerHandSpriteRenderer.GetComponent<SpriteRenderer>().sprite = sprite;
}
else
{
playerHandSpriteRenderer.GetComponent<SpriteRenderer>().sprite = null;
}
}
}

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@@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum ToolType
{
AXE,
PICKAXE,
HOE,
}

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@@ -6,7 +6,7 @@ using UnityEngine.UI;
public class UI_Inventory : MonoBehaviour public class UI_Inventory : MonoBehaviour
{ {
Inventory playerInventory; /* Inventory playerInventory;
public Transform inventoryContainer; public Transform inventoryContainer;
public Transform itemSlotTemplate; public Transform itemSlotTemplate;
private RectTransform[] UIItemSlots; private RectTransform[] UIItemSlots;
@@ -132,5 +132,5 @@ public class UI_Inventory : MonoBehaviour
UIItemSlots[index] = itemSlotRectTransform; UIItemSlots[index] = itemSlotRectTransform;
index++; index++;
} }
} }*/
} }