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https://github.com/DerTyp7/example-top-down-unity.git
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146 lines
5.7 KiB
C#
146 lines
5.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Inventory : MonoBehaviour
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{
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/// <summary>
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/// -------------------------------------------------------------------------------///
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///
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/// Inventory holds a list of Slots where Items can be added.
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///
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///[IMPORTANT]
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/// !!createEmptyInventory(int numberOfSlots, int maxSpaceOfSlots) : Has to be called after the Inventory has been initialized!!
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///
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///[Methods]
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/// getInventory() : Gets the list of Slots.
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/// addItemAt(int index, Item itemType,int count) : Adds a number (count) of items of type itemType (itemType) to an item slot(index).
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/// removeItemAt(int index, int count) : Removes a number of items (count) from a specific slot (index).
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/// addInventorySlots(int numberOfSlots, int maxSpaceOfSlots = 10)
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///
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/// -------------------------------------------------------------------------------///
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/// </summary>
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public delegate void OnItemChanged();
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public OnItemChanged onItemChangedCallback; //
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List<Slot> inventory = new List<Slot>();
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public List<Slot> getInventory { get => inventory;}
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public void createEmptyInventory(int numberOfSlots, int maxSpaceOfSlots = 10)
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{
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// Initializes the inventory with a specific number of slots and slotsize.
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// !!!Has to be called bevore adding any items!!!
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// Example createEmptyInventory(5, 10) : 5 Slots with space for 10 items each
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inventory = new List<Slot>();
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for (int i = 0; i < numberOfSlots; i++)
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{
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inventory.Add(new Slot(maxSpaceOfSlots));
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}
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if (onItemChangedCallback != null)
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onItemChangedCallback.Invoke();
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}
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public void addInventorySlots(int numberOfSlots, int maxSpaceOfSlots = 10)
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{
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// Adds a specific number of slots and slotsize to the inventory.
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// Example addInventorySlots(5, 10) : Adds 5 Slots with space for 10 items each
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for (int i = 0; i < numberOfSlots; i++)
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{
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inventory.Add(new Slot(maxSpaceOfSlots));
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}
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if (onItemChangedCallback != null)
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onItemChangedCallback.Invoke();
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}
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public int addItemAt(int index, Item itemType,int count)
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{
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// Adds a number (count = 7) of items of type itemType (itemType = Stone) to an item slot(index = 3).
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//Returns the number of items that could not be added because of unsufficent space in the specefied slot
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//or Return -1 if the index is out of bound or the item slot is already filled with a different itemType.
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//
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// Example inventory.addItemAt(3,Stone,7);
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if (indexIsInRange(index) && (inventory[index].ItemType == null || inventory[index].ItemType.id == itemType.id))
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{
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if (inventory[index].ItemType == null)
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{
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inventory[index].ItemType = Instantiate(itemType); // Set the itemType if the slot was empty.
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}
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if (inventory[index].MaxItems == inventory[index].Count)
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{
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if (onItemChangedCallback != null)
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onItemChangedCallback.Invoke();
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return count; // Can't add any items if the slot is full.
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}
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else if (inventory[index].MaxItems >= inventory[index].Count + count)
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{
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inventory[index].addItem(count); // Adds all items if there is enought space.
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if(onItemChangedCallback != null)
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onItemChangedCallback.Invoke();
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return 0;
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} else
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{
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int rest = count - inventory[index].MaxItems - inventory[index].Count;
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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.
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if (onItemChangedCallback != null)
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onItemChangedCallback.Invoke();
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return rest;
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}
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}
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else
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{
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return -1;//Wrong item or index not in range.
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}
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}
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public int removeItemAt(int index, int count)
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{
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// Removes a number of items (count = 5) from a specific slot (index = 4).
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// Example inventory.removeItemAt(4,5)
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if (indexIsInRange(index))
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{
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if (inventory[index].ItemType == null)
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{
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return count;// Can't remove any items if the slot is empty.
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}
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else if (inventory[index].Count > count)
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{
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inventory[index].removeItem(count);// Removes the number of items if there are more or equal items in the slot.
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return 0;
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}
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else if (inventory[index].Count <= count)
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{
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int rest = count - inventory[index].Count;
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inventory[index].Count = 0; // Removes all the items from the slot and returns the number of items that could not be removed.
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inventory[index].ItemType = null; // When the slot is empty the itemType can also be removed.
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return rest;
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}
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else
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{
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return -1; // Something went wrong (you should never end up in here).
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}
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}
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else
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{
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return -1;//Index not in range.
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}
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}
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private bool indexIsInRange(int index)
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{
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// Returns true if a given index is in the bounds of the inventory.
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// Example (maxSize = 10) index = -10 : false , index = 100: false, index = 7 : true
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if (index < inventory.Count && index >= 0)
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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}
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