mirror of
https://github.com/DerTyp7/fps-citybuild-unity.git
synced 2025-10-30 12:37:08 +01:00
Added Basic ResourceManagement
This commit is contained in:
@@ -38,7 +38,7 @@ RenderSettings:
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--- !u!157 &3
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--- !u!157 &3
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@@ -382,6 +382,7 @@ Transform:
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title: New Building
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description: A cool new building
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--- !u!4 &763358974
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--- !u!1 &1048269303
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@@ -1156,8 +1270,7 @@ MonoBehaviour:
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storageBuildings: []
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@@ -1,8 +1,8 @@
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@@ -0,0 +1,13 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class WarehouseBuilding : StorageBuilding
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{
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private void Start()
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{
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inventorySpace = 500;
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}
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}
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@@ -0,0 +1,11 @@
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userData:
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assetBundleVariant:
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@@ -4,5 +4,96 @@ using UnityEngine;
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public class StorageBuilding : Building
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public class StorageBuilding : Building
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{
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{
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[SerializeField] private List<Item> inventory = new List<Item>();
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public int inventorySpace;
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public void Add(Item item)
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{
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if(GetFreeSpace() >= item.count)
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{
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bool added = false;
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//Check if the Item can get stacked
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foreach (Item i in inventory)
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{
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if (i.uuid == item.uuid)
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{
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i.count += item.count;
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added = true;
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return;
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}
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added = false;
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}
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//If foreach does not work just ADD (List is empty)
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if (!added)
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{
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inventory.Add(item);
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}
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}
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else
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{
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Debug.Log("Inventory Full");
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}
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//TODO mach wenn nicht ganz voll, dass dann so viele items added werden wie platz ist
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//Sonst wird bei 20 Holz KOMPLETT nein gesagt weil/obowhl 19 Space noch da ist
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}
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public void Remove(Item item)
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{
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//Check if the Item can get stacked
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foreach (Item i in inventory)
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{
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if (i.uuid == item.uuid)
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{
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if(i.count > item.count)
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{
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i.count -= item.count;
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}else if(i.count <= item.count)
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{
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//!!!Muss eventuell sp<73>ter anders gehandelt werden!!!
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inventory.Remove(i); //Wenn du mehr entfernst als im Inventar ist, dann wird das Item einfach komplett removed
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}
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}
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}
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}
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public int GetCountOfItem(Item item)
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{
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int count = 0;
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foreach(Item i in inventory)
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{
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if(i.uuid == item.uuid)
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{
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count += i.count;
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}
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}
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return count;
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}
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public int GetUsedSpace()
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{
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int usedSpace = 0;
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foreach(Item item in inventory)
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{
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usedSpace += item.count;
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}
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return usedSpace;
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}
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public int GetFreeSpace()
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{
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return inventorySpace - GetUsedSpace();
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}
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public List<Item> Getinventory()
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{
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return inventory;
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}
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}
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}
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@@ -1,18 +0,0 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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||||||
--- !u!114 &11400000
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m_Name: Stone
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name: New Item
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uuid: new_item
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13
Assets/Scripts/Resources/Items/StoneItem.cs
Normal file
13
Assets/Scripts/Resources/Items/StoneItem.cs
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@@ -0,0 +1,13 @@
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using System.Collections;
|
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using System.Collections.Generic;
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using UnityEngine;
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public class StoneItem : Item
|
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{
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public StoneItem(int c = 1)
|
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{
|
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count = c;
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name = "Stone";
|
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uuid = "item_stone";
|
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}
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}
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11
Assets/Scripts/Resources/Items/StoneItem.cs.meta
Normal file
11
Assets/Scripts/Resources/Items/StoneItem.cs.meta
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@@ -1,17 +0,0 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_Name: Wood
|
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m_EditorClassIdentifier:
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name: Wood
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icon: {fileID: 10915, guid: 0000000000000000f000000000000000, type: 0}
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isDefaultItem: 0
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13
Assets/Scripts/Resources/Items/WoodItem.cs
Normal file
13
Assets/Scripts/Resources/Items/WoodItem.cs
Normal file
@@ -0,0 +1,13 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class WoodItem : Item
|
||||||
|
{
|
||||||
|
public WoodItem(int c = 1)
|
||||||
|
{
|
||||||
|
count = c;
|
||||||
|
name = "Wood";
|
||||||
|
uuid = "item_wood";
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/Resources/Items/WoodItem.cs.meta
Normal file
11
Assets/Scripts/Resources/Items/WoodItem.cs.meta
Normal file
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 7e095dfc35783fe418bcfddbdf69924f
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||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@@ -2,13 +2,16 @@ using System.Collections;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
[CreateAssetMenu(fileName = "New Item", menuName = "Resources/Item")]
|
[System.Serializable]
|
||||||
public class Item : ScriptableObject
|
public class Item
|
||||||
{
|
{
|
||||||
new public string name = "New Item";
|
public string name = "New Item";
|
||||||
public string uuid = "new_item";
|
public string uuid = "new_item";
|
||||||
public Sprite icon = null;
|
public Sprite icon = null;
|
||||||
public bool isDefaultItem = false;
|
public int count = 1;
|
||||||
|
|
||||||
|
|
||||||
|
public Item(int c = 1)
|
||||||
|
{
|
||||||
|
count = c;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -4,33 +4,69 @@ using UnityEngine;
|
|||||||
|
|
||||||
public class ResourceManager: MonoBehaviour
|
public class ResourceManager: MonoBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private List<Item> itemList;
|
[SerializeField] private GameObject[] storageBuildings;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
// Count All Resources of all storage buildings
|
|
||||||
/*
|
|
||||||
public void Remove(Item item)
|
|
||||||
{
|
{
|
||||||
itemList.Remove(item);
|
storageBuildings = GameObject.FindGameObjectsWithTag("StorageBuilding");
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Add(Item item)
|
/*
|
||||||
|
private void Update()
|
||||||
{
|
{
|
||||||
itemList.Add(item);
|
if (Input.GetKeyDown(KeyCode.K))
|
||||||
|
{
|
||||||
|
Item wood = new WoodItem(10);
|
||||||
|
storageBuildings[0].GetComponent<StorageBuilding>().Add(wood);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Input.GetKeyDown(KeyCode.I))
|
||||||
|
{
|
||||||
|
Item stone = new StoneItem(12);
|
||||||
|
storageBuildings[0].GetComponent<StorageBuilding>().Add(stone);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (Input.GetKeyDown(KeyCode.L))
|
||||||
|
{
|
||||||
|
GetAllResources();
|
||||||
|
}
|
||||||
}*/
|
}*/
|
||||||
|
|
||||||
public int Count(Item item)
|
|
||||||
{
|
|
||||||
int count = 0;
|
|
||||||
|
|
||||||
foreach(Item i in itemList)
|
public List<Item> GetAllResources()
|
||||||
|
{
|
||||||
|
List<Item> inventory = new List<Item>();
|
||||||
|
|
||||||
|
//F<>r jedes StorageBuilding
|
||||||
|
foreach(GameObject b in storageBuildings)
|
||||||
{
|
{
|
||||||
if(i == item)
|
List<Item> buildingInv = b.GetComponent<StorageBuilding>().Getinventory();
|
||||||
|
|
||||||
|
//Add items to already existing item +=
|
||||||
|
foreach (Item item in buildingInv)
|
||||||
{
|
{
|
||||||
count += 1;
|
foreach(Item i in inventory)
|
||||||
|
{
|
||||||
|
if(i.uuid == item.uuid)
|
||||||
|
{
|
||||||
|
i.count += item.count;
|
||||||
|
buildingInv.Remove(item);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//Add den Rest
|
||||||
|
foreach(Item item in buildingInv)
|
||||||
|
{
|
||||||
|
inventory.Add(item);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return count;
|
/*
|
||||||
|
Debug.Log(inventory);
|
||||||
|
Debug.Log(inventory[0].count);
|
||||||
|
Debug.Log(inventory[1].count);*/
|
||||||
|
|
||||||
|
return inventory;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,6 +9,7 @@ TagManager:
|
|||||||
- Building
|
- Building
|
||||||
- Terrain
|
- Terrain
|
||||||
- Blueprint
|
- Blueprint
|
||||||
|
- StorageBuilding
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
|
|||||||
Reference in New Issue
Block a user