Merge branch 'Inventory' into Tools

This commit is contained in:
j.mei7
2022-02-18 13:22:41 +01:00
49 changed files with 2683 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ButtonEventHandler : MonoBehaviour
{
[SerializeField] UI_Inventory inventory;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Identity : MonoBehaviour
{
public int index;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "FoodItem", menuName = "Items/FoodItem", order = 2)]
public class FoodItem : Item
{
public int health;
public int water;
public int regeneration;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Inventory : MonoBehaviour
{
/// <summary>
/// -------------------------------------------------------------------------------///
///
/// Inventory holds a list of Slots where Items can be added.
///
///[IMPORTANT]
/// !!createEmptyInventory(int numberOfSlots, int maxSpaceOfSlots) : Has to be called after the Inventory has been initialized!!
///
///[Methods]
/// getInventory() : Gets the list of Slots.
/// addItemAt(int index, Item itemType,int count) : Adds a number (count) of items of type itemType (itemType) to an item slot(index).
/// removeItemAt(int index, int count) : Removes a number of items (count) from a specific slot (index).
/// addInventorySlots(int numberOfSlots, int maxSpaceOfSlots = 10)
///
/// -------------------------------------------------------------------------------///
/// </summary>
public delegate void OnItemChanged();
public OnItemChanged onItemChangedCallback; //
List<Slot> inventory = new List<Slot>();
public List<Slot> getInventory { get => inventory;}
public void createEmptyInventory(int numberOfSlots, int maxSpaceOfSlots = 10)
{
// Initializes the inventory with a specific number of slots and slotsize.
// !!!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));
}
if (onItemChangedCallback != null)
onItemChangedCallback.Invoke();
}
public void addInventorySlots(int numberOfSlots, int maxSpaceOfSlots = 10)
{
// Adds a specific number of slots and slotsize to the 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 (onItemChangedCallback != null)
onItemChangedCallback.Invoke();
}
public int addItemAt(int index, Item itemType,int count)
{
// Adds a number (count = 7) of items of type itemType (itemType = Stone) to an item slot(index = 3).
//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)
{
inventory[index].ItemType = Instantiate(itemType); // Set the itemType if the slot was empty.
}
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.
}
}
public int removeItemAt(int index, int count)
{
// Removes a number of items (count = 5) from a specific slot (index = 4).
// Example inventory.removeItemAt(4,5)
if (indexIsInRange(index))
{
if (inventory[index].ItemType == null)
{
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
{
return -1;//Index not in range.
}
}
private bool indexIsInRange(int index)
{
// 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
if (index < inventory.Count && index >= 0)
{
return true;
}
else
{
return false;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InventoryController : MonoBehaviour
{
[SerializeField] Item item1;// not needed
[SerializeField] Item item2;// not needed
public Inventory inventory;
[SerializeField] UI_Inventory uiInventory;
private void Awake()
{
inventory = transform.GetComponent<Inventory>();
inventory.createEmptyInventory(8,10);
inventory.addItemAt(0, item1, 8);
inventory.addItemAt(0, item1, 1);
inventory.addItemAt(3, item2, 15);
inventory.addItemAt(4, item1, 3);
/*
Debug.Log(inventory.addItemAt(0, item2, 15));
Debug.Log(inventory.getInventory[0].Count);
Debug.Log(inventory.removeItemAt(0, 10));
Debug.Log(inventory.getInventory[0].Count);
*/
uiInventory.setInventory(inventory);
}
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "Item", menuName = "Items/Item", order = 1)]
public class Item : ScriptableObject
{
public new string name;
public int id;
public bool isStackable;
public Sprite sprite;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ItemAtlas : MonoBehaviour
{
public static ItemAtlas Instance { get; private set; }
private void Awake()
{
Instance = this;
}
enum ItemTypes {
STONE,TOMATO
}
public Sprite stoneSprite;
public Sprite woodSprite;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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)
/// void clear()
/// </summary>
Item item;
int maxItems = 1;
int count = 0;
public Item ItemType { get => item; set => item = value; }
public int Count { get => count; set => count = 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;
}
public void clear()
{
item = null;
count = 0;
}
public Slot copy()
{
Slot slot = new Slot(maxItems);
slot.count = count;
slot.ItemType = ItemType;
return slot;
}
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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class UI_Inventory : MonoBehaviour
{
Inventory playerInventory;
public Transform inventoryContainer;
public Transform itemSlotTemplate;
private RectTransform[] UIItemSlots;
private Button[] buttons;
private Slot pickedItem = new Slot();
private RectTransform pickedItemSlot;
private void Awake()
{
//itemSlotTemplate = inventoryContainer.Find("containerTemplate");
pickedItemSlot = Instantiate(itemSlotTemplate, this.transform).GetComponent<RectTransform>();
}
void pickItem(int index)
{
pickedItem = playerInventory.getInventory[index].copy();
playerInventory.getInventory[index].clear();
UIItemSlots[index].GetChild(0).Find("Icon").gameObject.SetActive(false);
}
void placeItem()
{
}
public void buttonEvent(int index)
{
if (pickedItem.ItemType == null && playerInventory.getInventory[index].ItemType != null)
{
pickItem(index);
}
else
{
if (pickedItem.ItemType != null)
{
int rest = playerInventory.addItemAt(index, pickedItem.ItemType, pickedItem.Count);
if (rest == 0)
{
pickedItem.clear();
}
else
{
pickedItem.Count = rest;
}
//placeItem(index);
}
}
//Debug.Log("button " + index + " has been pressed!");
}
public void setInventory(Inventory inventory)
{
playerInventory = inventory;
inventory.onItemChangedCallback += updateInventory;
updateInventory();
}
private void Update()
{
//buttons[index] = itemSlotRectTransform.Find("Button").GetComponent<Button>();
//itemSlotRectTransform.Find("Button").GetComponent<Identity>().index = index;
//buttons[index].onClick.AddListener(() => buttonEvent(itemSlotRectTransform.Find("Button").GetComponent<Identity>().index));
pickedItemSlot.anchoredPosition = new Vector2(Input.mousePosition.x, 0);
pickedItemSlot.gameObject.SetActive(true);
pickedItemSlot.gameObject.name = "pickedItem";
if (pickedItem.ItemType != null)
{
Transform item = pickedItemSlot.GetChild(0).Find("Icon");
item.gameObject.SetActive(true);
item.GetComponent<Image>().sprite = pickedItem.ItemType.sprite;
}
else
{
Transform item = pickedItemSlot.GetChild(0).Find("Icon");
item.gameObject.SetActive(false);
}
}
private void updateInventory()
{
int rows = 2;
int columns = 4;
float slotSize = 95;
int x = 0;
int y = 0;
int index = 0;
if (UIItemSlots != null) {
foreach (RectTransform ItemSLot in UIItemSlots)
{
Destroy(ItemSLot.gameObject);
}
}
UIItemSlots = new RectTransform[playerInventory.getInventory.Count];
buttons = new Button[playerInventory.getInventory.Count];
//inventoryContainer.GetComponent<RectTransform>().
foreach (Slot slot in playerInventory.getInventory)
{
RectTransform itemSlotRectTransform = Instantiate(itemSlotTemplate, inventoryContainer).GetComponent<RectTransform>();
buttons[index] = itemSlotRectTransform.Find("Button").GetComponent<Button>();
itemSlotRectTransform.Find("Button").GetComponent<Identity>().index = index;
buttons[index].onClick.AddListener(() => buttonEvent(itemSlotRectTransform.Find("Button").GetComponent<Identity>().index));
itemSlotRectTransform.anchoredPosition = new Vector2(x* slotSize + slotSize * 0.5f,y * slotSize - slotSize * 0.5f );
itemSlotRectTransform.gameObject.SetActive(true);
itemSlotRectTransform.gameObject.name = "ItemSlot" + index;
if (slot.ItemType != null)
{
Transform item = itemSlotRectTransform.GetChild(0).Find("Icon");
Transform itemCount = itemSlotRectTransform.GetChild(0).Find("Count");
item.gameObject.SetActive(true);
item.GetComponent<Image>().sprite = slot.ItemType.sprite;
if (slot.Count > 1)
{
itemCount.gameObject.SetActive(true);
itemCount.GetComponent<TextMeshProUGUI>().text = slot.Count.ToString();
}
}
x++;
if (x > 3)
{
x = 0;
y--;
}
UIItemSlots[index] = itemSlotRectTransform;
index++;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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