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https://github.com/DerTyp7/harvestdale-unity.git
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draggable items
This commit is contained in:
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@@ -7,7 +7,17 @@ public class Inventory : MonoBehaviour
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public bool isPlayerInventory = false;
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public int maxSlots = 20; // maximum number of slots in the inventory
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public List<InventoryItem> items = new List<InventoryItem>(); // list of items in the inventory
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public InventoryItem[] items; // list of items in the inventory
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private void Awake()
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{
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items = new InventoryItem[maxSlots];
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for (int i = 0; i < maxSlots; i++)
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{
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items[i] = null;
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}
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}
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// adds an item to the inventory, returns the quantity of items which could not be added
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public int Add(Item item, int count)
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@@ -17,10 +27,12 @@ public class Inventory : MonoBehaviour
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// check if the item is stackable
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if (item.stackable)
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{
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// look for an existing stack of the same item in the inventory
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foreach (InventoryItem invItem in items)
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for (int i = 0; i < items.Length; i++)
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{
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if (invItem.item == item && invItem.count < item.maxStackSize)
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InventoryItem invItem = items[i];
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if (invItem != null && invItem.item == item && invItem.count < item.maxStackSize)
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{
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// add as many items as possible to the stack
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int space = item.maxStackSize - invItem.count;
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@@ -43,11 +55,30 @@ public class Inventory : MonoBehaviour
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}
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// if there is still remaining count, add new stacks of the item
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while (remainingCount > 0 && items.Count < maxSlots)
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for (int i = 0; i < items.Length; i++)
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{
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int toAdd = Mathf.Min(item.maxStackSize, remainingCount);
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items.Add(new InventoryItem(item, toAdd));
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remainingCount -= toAdd;
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InventoryItem invItem = items[i];
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Debug.Log(invItem);
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if (invItem.item == null)
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{
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int toAdd = Mathf.Min(item.maxStackSize, remainingCount);
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items[i] = new InventoryItem(item, toAdd);
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remainingCount -= toAdd;
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// exit the loop if all items have been added
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if (remainingCount == 0)
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{
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if (isPlayerInventory)
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{
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OnPlayerInventoryChanged?.Invoke();
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}
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return 0;
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}
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}
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}
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// return the quantity of items which could not be added
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@@ -55,6 +86,7 @@ public class Inventory : MonoBehaviour
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{
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OnPlayerInventoryChanged?.Invoke();
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}
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return remainingCount;
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}
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@@ -65,10 +97,10 @@ public class Inventory : MonoBehaviour
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int remainingCount = count;
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// look for an existing stack of the item in the inventory
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for (int i = 0; i < items.Count; i++)
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for (int i = 0; i < items.Length; i++)
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{
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InventoryItem invItem = items[i];
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if (invItem.item == item)
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if (invItem != null && invItem.item == item)
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{
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// remove as many items as possible from the stack
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int toRemove = Mathf.Min(invItem.count, remainingCount);
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@@ -78,7 +110,7 @@ public class Inventory : MonoBehaviour
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// remove the stack if it's now empty
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if (invItem.count == 0)
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{
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items.RemoveAt(i);
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items[i] = null;
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}
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// exit the loop if all items have been removed
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@@ -100,6 +132,17 @@ public class Inventory : MonoBehaviour
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}
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return remainingCount;
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}
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public void SwapItems(int index1, int index2)
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{
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InventoryItem temp = items[index1];
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items[index1] = items[index2];
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items[index2] = temp;
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if (isPlayerInventory)
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{
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OnPlayerInventoryChanged?.Invoke();
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}
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}
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}
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34
Assets/Scripts/UI/DraggableSlotContentUI.cs
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34
Assets/Scripts/UI/DraggableSlotContentUI.cs
Normal file
@@ -0,0 +1,34 @@
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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public class DraggableSlotContentUI : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
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{
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public int slotIndex;
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[HideInInspector] public Transform parentAfterDrag;
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public Image image;
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public void OnBeginDrag(PointerEventData eventData)
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{
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Debug.Log("Start Drag");
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parentAfterDrag = transform.parent;
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transform.SetParent(transform.root);
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transform.SetAsLastSibling();
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image.raycastTarget = false;
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}
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public void OnDrag(PointerEventData eventData)
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{
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Debug.Log("Dragging");
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transform.position = Input.mousePosition;
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}
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public void OnEndDrag(PointerEventData eventData)
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{
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Debug.Log("End drag");
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transform.SetParent(parentAfterDrag);
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image.raycastTarget = true;
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// invoke
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Inventory.OnPlayerInventoryChanged?.Invoke();
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}
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}
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11
Assets/Scripts/UI/DraggableSlotContentUI.cs.meta
Normal file
11
Assets/Scripts/UI/DraggableSlotContentUI.cs.meta
Normal file
@@ -0,0 +1,11 @@
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@@ -25,7 +25,9 @@ public class InventoryUI : MonoBehaviour
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for (int i = 0; i < playerInventory.maxSlots; i++)
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{
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slotUIList.Add(Instantiate(slotPrefab, Vector3.zero, Quaternion.identity, slotListObj.transform).GetComponent<SlotUI>());
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SlotUI newSlot = Instantiate(slotPrefab, Vector3.zero, Quaternion.identity, slotListObj.transform).GetComponent<SlotUI>();
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newSlot.slotIndex = i;
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slotUIList.Add(newSlot);
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}
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}
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private void UpdateSlots()
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@@ -34,14 +36,9 @@ public class InventoryUI : MonoBehaviour
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int i = 0;
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foreach (SlotUI slotUi in slotUIList)
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{
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if (i < playerInventory.items.Count)
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{
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slotUi.SetInventoryItem(playerInventory.items[i]);
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}
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else
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{
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slotUi.SetInventoryItem(null);
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}
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slotUi.SetInventoryItem(playerInventory.items[i]);
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i++;
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}
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@@ -2,16 +2,21 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class SlotUI : MonoBehaviour
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using UnityEngine.EventSystems;
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public class SlotUI : MonoBehaviour, IDropHandler
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{
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public int slotIndex;
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[SerializeField] private GameObject contentObject;
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[SerializeField] private InventoryItem inventoryItem;
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[SerializeField] private Image itemSpriteImage;
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[SerializeField] private TMPro.TextMeshProUGUI quantityText;
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private Inventory playerInventory;
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private void Start()
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{
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UpdateSlot();
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contentObject.GetComponent<DraggableSlotContentUI>().slotIndex = slotIndex;
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playerInventory = GameObject.FindGameObjectWithTag("Player").GetComponent<Inventory>();
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}
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public void SetInventoryItem(InventoryItem newInventoryItem)
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{
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@@ -24,11 +29,14 @@ public class SlotUI : MonoBehaviour
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if (inventoryItem != null)
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{
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itemSpriteImage.sprite = inventoryItem?.item?.sprite ?? null;
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Debug.Log(itemSpriteImage.sprite);
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if (itemSpriteImage.sprite == null)
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{
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itemSpriteImage.color = new Color(0, 0, 0, 0);
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}
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else
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{
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itemSpriteImage.color = new Color(255, 255, 255, 1);
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}
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quantityText.SetText(inventoryItem.count != 0 ? inventoryItem.count.ToString() : "");
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}
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@@ -41,4 +49,13 @@ public class SlotUI : MonoBehaviour
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}
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public void OnDrop(PointerEventData eventData)
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{
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Debug.Log("DROP");
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DraggableSlotContentUI dropped = eventData.pointerDrag.GetComponent<DraggableSlotContentUI>();
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playerInventory.SwapItems(dropped.slotIndex, slotIndex);
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}
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}
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