Files
example-top-down-unity/Assets/Scripts/Inventory/Inventory.cs
2022-02-22 11:37:55 +01:00

269 lines
7.3 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// <c>Inventory</c> holds and managed a list of slots which can contain an item.
/// </summary>
public class Inventory : MonoBehaviour
{
// Actions -> Used for Callback in other scripts
public static Action OnPlayerInventoryChanged;
public static Action OnPlayerItemAdded;
public static Action OnPlayerItemRemoved;
// Serialized
[Header("Inventory")]
[Tooltip("The number of slots a player has in the inventory.")]
[SerializeField]
int numberOfSlots = 20;
[Tooltip("Maximal count of items in ONE slot. How big is one stack.")]
[SerializeField]
int maxSpaceOfSlots = 10;
[Tooltip("Is this inventory owned by the player")]
[SerializeField]
bool isPlayerInventory = true;
[Tooltip("List of the slots ('The inventory').")]
[SerializeField]
List<Slot> inventory = new List<Slot>();
public List<Slot> GetInventory() => inventory;
/// <summary>
/// Add slots to the inventory. You can extend the inventory space.
/// </summary>
/// <param name="_numberOfSlots">The count of slots which should be added to the inventory</param>
public void AddSlots(int _numberOfSlots)
{
for (int i = 0; i < _numberOfSlots; i++)
{
inventory.Add(new Slot());
}
if(isPlayerInventory)
OnPlayerInventoryChanged?.Invoke();
}
/// <summary>
/// <c>GetEmptySlot</c> gives you the first empty slot in the inventory.
/// </summary>
/// <returns>An empty slot of the inventory</returns>
Slot GetEmptySlot()
{
foreach (Slot slot in inventory)
{
if (slot.GetItem() == null)
return slot;
}
return null;
}
/// <summary>
/// <c>GetSlotByItem</c> lets you find a slot by the item it's containing.
/// </summary>
/// <param name="item"></param>
/// <returns>Slot with the specified item.</returns>
Slot GetSlotByItem(Item item)
{
foreach (Slot slot in inventory)
{
if (slot.GetItem() != null)
{
if (slot.GetItem().id == item.id)
return slot;
}
}
return null;
}
/// <summary>
/// <c>GetRest</c> calculates the rest count of an item and a slot.
/// Example: Slot has a capacity of 20. Count of item is 22. Returns 2.
/// </summary>
/// <returns>The rest count of an item and a slot.</returns>
int GetRest(int count, Slot slot)
{
if (CountFitsInSlot(count, slot))
{
return 0;
}
else
{
return (count - (maxSpaceOfSlots - slot.GetCount()));
}
}
/// <summary>
/// <c>CountFitsInSlot</c> calculates if the item count fits in the slot capacity
/// </summary>
/// <param name="count"></param>
/// <param name="slot"></param>
/// <returns>True: Count fits. False: Count does not fit.</returns>
bool CountFitsInSlot(int count, Slot slot)
{
int leftSize = maxSpaceOfSlots - slot.GetCount();
if (leftSize > count)
{
return true;
}
else
{
return false;
}
}
/// <summary>
/// <c>IndexIsInRange</c> looks if an index of the inventory list is in range.
/// </summary>
/// <param name="index"></param>
/// <returns>True: Is in range. False: Is not in range.</returns>
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;
}
}
/// <summary>
/// <c>Remove</c> removes an item/s of the inventory list. It can be based in a specific index.
/// </summary>
/// <param name="itemType">which item should be removed</param>
/// <param name="count">Count of the item you want to remove</param>
/// <param name="invIndex">(optional) Index of the inventory list</param>
/// <returns>The rest of the count, which could not be removed.</returns>
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();
}
if (isPlayerInventory)
{
OnPlayerInventoryChanged?.Invoke();
OnPlayerItemRemoved?.Invoke();
}
return rest;
}
else
return -1;
}
/// <summary>
/// <c>Add</c> adds an item/s of the inventory list. It can be based in a specific index.
/// </summary>
/// <param name="itemType">which item should be added</param>
/// <param name="count">Count of the item you want to add</param>
/// <param name="invIndex">(optional) Index of the inventory list</param>
/// <returns>The rest of the count, which could not be added.</returns>
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;
if (isPlayerInventory)
{
OnPlayerInventoryChanged?.Invoke();
OnPlayerItemAdded?.Invoke();
}
return rest;
}
void Start()
{
// Initialize Inventory Slots
AddSlots(numberOfSlots);
}
}