Files
harvestdale-unity/Assets/Scripts/Inventory.cs
2023-02-22 13:50:33 +01:00

149 lines
3.6 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using System;
public class Inventory : MonoBehaviour
{
public static Action OnPlayerInventoryChanged;
public bool isPlayerInventory = false;
public int maxSlots = 20; // maximum number of slots in the inventory
public InventoryItem[] items; // list of items in the inventory
private void Awake()
{
items = new InventoryItem[maxSlots];
for (int i = 0; i < maxSlots; i++)
{
items[i] = null;
}
}
// adds an item to the inventory, returns the quantity of items which could not be added
public int Add(Item item, int count)
{
int remainingCount = count;
// check if the item is stackable
if (item.stackable)
{
// look for an existing stack of the same item in the inventory
for (int i = 0; i < items.Length; i++)
{
InventoryItem invItem = items[i];
if (invItem != null && invItem.item == item && invItem.count < item.maxStackSize)
{
// add as many items as possible to the stack
int space = item.maxStackSize - invItem.count;
int toAdd = Mathf.Min(space, remainingCount);
invItem.count += toAdd;
remainingCount -= toAdd;
// exit the loop if all items have been added
if (remainingCount == 0)
{
if (isPlayerInventory)
{
OnPlayerInventoryChanged?.Invoke();
}
return 0;
}
}
}
}
// if there is still remaining count, add new stacks of the item
for (int i = 0; i < items.Length; i++)
{
InventoryItem invItem = items[i];
Debug.Log(invItem);
if (invItem?.item == null)
{
int toAdd = Mathf.Min(item.maxStackSize, remainingCount);
items[i] = new InventoryItem(item, toAdd);
remainingCount -= toAdd;
// exit the loop if all items have been added
if (remainingCount == 0)
{
if (isPlayerInventory)
{
OnPlayerInventoryChanged?.Invoke();
}
return 0;
}
}
}
// return the quantity of items which could not be added
if (isPlayerInventory)
{
OnPlayerInventoryChanged?.Invoke();
}
return remainingCount;
}
// removes an item from the inventory, returns the quantity of items which could not be removed
public int Remove(Item item, int count)
{
int remainingCount = count;
// look for an existing stack of the item in the inventory
for (int i = 0; i < items.Length; i++)
{
InventoryItem invItem = items[i];
if (invItem != null && invItem.item == item)
{
// remove as many items as possible from the stack
int toRemove = Mathf.Min(invItem.count, remainingCount);
invItem.count -= toRemove;
remainingCount -= toRemove;
// remove the stack if it's now empty
if (invItem.count == 0)
{
items[i] = null;
}
// exit the loop if all items have been removed
if (remainingCount == 0)
{
if (isPlayerInventory)
{
OnPlayerInventoryChanged?.Invoke();
}
return 0;
}
}
}
// return the quantity of items which could not be removed
if (isPlayerInventory)
{
OnPlayerInventoryChanged?.Invoke();
}
return remainingCount;
}
public void SwapItems(int index1, int index2)
{
InventoryItem temp = items[index1];
items[index1] = items[index2];
items[index2] = temp;
if (isPlayerInventory)
{
OnPlayerInventoryChanged?.Invoke();
}
}
}