Merge branch 'Inventory' into Tools
							
								
								
									
										987
									
								
								Assets/Scene.unity
									
									
									
									
									
										Normal file
									
								
							
							
						
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										10
									
								
								Assets/Scripts/ButtonEventHandler.cs
									
									
									
									
									
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						| @@ -0,0 +1,10 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class ButtonEventHandler : MonoBehaviour | ||||
| { | ||||
|  | ||||
|     [SerializeField] UI_Inventory inventory; | ||||
|  | ||||
| } | ||||
							
								
								
									
										11
									
								
								Assets/Scripts/ButtonEventHandler.cs.meta
									
									
									
									
									
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								Assets/Scripts/Identity.cs
									
									
									
									
									
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						| @@ -0,0 +1,8 @@ | ||||
| using System.Collections; | ||||
| using System.Collections.Generic; | ||||
| using UnityEngine; | ||||
|  | ||||
| public class Identity : MonoBehaviour | ||||
| { | ||||
|     public int index; | ||||
| } | ||||
							
								
								
									
										11
									
								
								Assets/Scripts/Identity.cs.meta
									
									
									
									
									
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										8
									
								
								Assets/Scripts/Inventory.meta
									
									
									
									
									
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										10
									
								
								Assets/Scripts/Inventory/FoodItem.cs
									
									
									
									
									
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						| @@ -0,0 +1,10 @@ | ||||
| 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; | ||||
| } | ||||
							
								
								
									
										11
									
								
								Assets/Scripts/Inventory/FoodItem.cs.meta
									
									
									
									
									
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										145
									
								
								Assets/Scripts/Inventory/Inventory.cs
									
									
									
									
									
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						| @@ -0,0 +1,145 @@ | ||||
| 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; | ||||
|         } | ||||
|     } | ||||
| } | ||||
							
								
								
									
										11
									
								
								Assets/Scripts/Inventory/Inventory.cs.meta
									
									
									
									
									
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										39
									
								
								Assets/Scripts/Inventory/InventoryController.cs
									
									
									
									
									
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						| @@ -0,0 +1,39 @@ | ||||
| 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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								Assets/Scripts/Inventory/InventoryController.cs.meta
									
									
									
									
									
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										12
									
								
								Assets/Scripts/Inventory/Item.cs
									
									
									
									
									
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						| @@ -0,0 +1,12 @@ | ||||
| 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; | ||||
| } | ||||
							
								
								
									
										11
									
								
								Assets/Scripts/Inventory/Item.cs.meta
									
									
									
									
									
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										19
									
								
								Assets/Scripts/Inventory/ItemAtlas.cs
									
									
									
									
									
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						| @@ -0,0 +1,19 @@ | ||||
| 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; | ||||
| } | ||||
							
								
								
									
										11
									
								
								Assets/Scripts/Inventory/ItemAtlas.cs.meta
									
									
									
									
									
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								Assets/Scripts/Inventory/Items.meta
									
									
									
									
									
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								Assets/Scripts/Inventory/Items/ContainerTemplate.prefab
									
									
									
									
									
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								Assets/Scripts/Inventory/Slot.cs
									
									
									
									
									
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						| @@ -0,0 +1,54 @@ | ||||
| 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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										136
									
								
								Assets/Scripts/Inventory/UI_Inventory.cs
									
									
									
									
									
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						| @@ -0,0 +1,136 @@ | ||||
| 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++; | ||||
|         } | ||||
|     } | ||||
| } | ||||
							
								
								
									
										11
									
								
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						| @@ -0,0 +1,18 @@ | ||||
| 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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 j.mei7
					j.mei7