feature: working on drag and drop, and ui elements

This commit is contained in:
unfaiyted 2024-06-18 09:15:19 -05:00
parent 9b78c62101
commit 8011288384
190 changed files with 689816 additions and 548705 deletions

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using UnityEngine;
// Example: InventoryItem.cs
[CreateAssetMenu(fileName = "InventoryItem", menuName = "Game Data/Inventory Item")]
public class InventoryItem : ScriptableObject
{
public string itemName;
public Sprite icon;
public int maxStack;
using UnityEngine;
// Example: InventoryItem.cs
[CreateAssetMenu(fileName = "InventoryItem", menuName = "Game Data/Inventory Item")]
public class GameItem : ScriptableObject
{
public string itemName;
public Sprite icon;
public int itemValue;
public string rarity; // todo: maybe like enum type?
public string qty; //todo: should this be moved to the inventoryitem object?
public int maxStack;
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ItemData : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,54 @@
using UnityEngine;
using UnityEngine.EventSystems;
// Drag Dropable
public class InventoryItem : MonoBehaviour, IPointerDownHandler, IBeginDragHandler, IEndDragHandler
{
[SerializeField] private Canvas canvas;
public GameItem GameItem;
private RectTransform _rectTransform;
private CanvasGroup canvasGroup;
private void Awake()
{
_rectTransform = GetComponent<RectTransform>();
canvasGroup = GetComponent<CanvasGroup>();
}
// Update is called once per frame
private void Update()
{
}
public void OnBeginDrag(PointerEventData eventData)
{
canvasGroup.alpha = 0.6f;
canvasGroup.blocksRaycasts = false;
}
/*public void OnDrop(PointerEventData eventData)
{
}*/
public void OnEndDrag(PointerEventData eventData)
{
canvasGroup.alpha = 1.0f;
canvasGroup.blocksRaycasts = true;
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("OnPointerDown");
}
public void SetItem(GameItem item)
{
GameItem = item;
}
public void OnDrag(PointerEventData eventData)
{
_rectTransform.anchoredPosition += eventData.delta / canvas.scaleFactor;
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 893e9fbe2ce947cba19dbac86dd2c901
timeCreated: 1718680679

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@ -1,14 +1,69 @@
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class InventorySlot : MonoBehaviour
public class InventorySlot : MonoBehaviour, IDropHandler
{
public Image icon;
public Text itemName;
// public Image icon;
// public Text itemName;
public GameItem gameItem;
public void Setup(InventoryItem item)
public GameObject inventoryItemPrefab;
// private Transform inventoryItemContainer;
public void OnDrop(PointerEventData eventData)
{
itemName.text = item.itemName;
icon.sprite = item.icon;
if (eventData.pointerDrag != null)
eventData.pointerDrag.GetComponent<RectTransform>().anchoredPosition =
GetComponent<RectTransform>().anchoredPosition;
}
public void SetInventoryItemPrefab(GameObject prefab)
{
inventoryItemPrefab = prefab;
}
public void AssignGameItem(GameItem newItem)
{
gameItem = newItem;
if (inventoryItemPrefab == null)
{
Debug.Log("InventoryItemPrefab not set");
return;
}
var entry = Instantiate(inventoryItemPrefab, transform);
var itemName = entry.transform.Find("ItemName").GetComponent<TMP_Text>();
var qty = entry.transform.Find("qty").GetComponent<TMP_Text>();
var icon = entry.transform.Find("Icon").GetComponent<Image>();
itemName.text = newItem.itemName;
qty.text = newItem.qty;
icon.sprite = newItem.icon;
}
public void GenerateInventoryItem()
{
if (inventoryItemPrefab != null && gameItem != null)
{
var newItem = Instantiate(inventoryItemPrefab, transform);
var inventoryItem = newItem.GetComponent<InventoryItem>();
if (inventoryItem != null) inventoryItem.SetItem(gameItem);
}
}
public void Setup(GameItem item)
{
/*itemName.text = item.itemName;
icon.sprite = item.icon;*/
}
}

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@ -0,0 +1,86 @@
using System;
using System.Collections.Generic;
using UnityEngine;
public class HotkeyManager : MonoBehaviour
{
// Singleton instance
public static HotkeyManager Instance;
private readonly Dictionary<string, KeyCode> actionKeys = new();
// Dictionary to store key mappings and their actions
private readonly Dictionary<KeyCode, Action> hotkeyActions = new();
private void Awake()
{
// Implement singleton pattern
if (Instance == null)
Instance = this;
else
Destroy(gameObject);
}
private void Update()
{
// Check for key presses and invoke corresponding actions
foreach (var hotkey in hotkeyActions)
if (Input.GetKeyDown(hotkey.Key))
hotkey.Value?.Invoke();
}
// Method to register a new hotkey
public void RegisterHotkey(string actionName, KeyCode key, Action action)
{
Debug.Log("Registering Hot Key: " + actionName);
if (actionKeys.ContainsKey(actionName)) UnregisterHotkey(actionKeys[actionName], action);
actionKeys[actionName] = key;
if (hotkeyActions.ContainsKey(key))
hotkeyActions[key] += action;
else
hotkeyActions[key] = action;
}
// Method to unregister a hotkey
public void UnregisterHotkey(KeyCode key, Action action)
{
if (hotkeyActions.ContainsKey(key))
{
hotkeyActions[key] -= action;
if (hotkeyActions[key] == null) hotkeyActions.Remove(key);
}
}
public KeyCode GetHotkey(string actionName)
{
return actionKeys.ContainsKey(actionName) ? actionKeys[actionName] : KeyCode.None;
}
public Dictionary<string, KeyCode> GetAllHotkeys()
{
return new Dictionary<string, KeyCode>(actionKeys);
}
public void UpdateHotkey(string actionName, KeyCode newKey)
{
if (actionKeys.ContainsKey(actionName))
{
var oldKey = actionKeys[actionName];
if (hotkeyActions.ContainsKey(oldKey))
{
var action = hotkeyActions[oldKey];
hotkeyActions.Remove(oldKey);
RegisterHotkey(actionName, newKey, action);
}
}
}
// Method to clear all hotkeys
public void ClearHotkeys()
{
hotkeyActions.Clear();
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 77de9cf819ee48e88e0c639a6ded4318
timeCreated: 1718635802

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@ -0,0 +1,103 @@
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class HotkeyUIManager : MonoBehaviour
{
public static HotkeyUIManager Instance;
public GameObject hotkeyEntryPrefab; // Assign the HotkeyEntry prefab
public Transform hotkeyListContainer; // Assign the Content transform of ScrollView
private readonly Dictionary<string, GameObject> hotkeyEntries = new();
public void Awake()
{
if (Instance == null)
Instance = this;
else
Destroy(gameObject);
}
// private void Start()
// {
// PopulateHotkeyList();
// }
public void ClearChildren(Transform parentTransform)
{
// var parentTransform = parentObject.transform;
// Detach all the children from the parent
for (var i = parentTransform.childCount - 1; i >= 0; i--)
{
var childTransform = parentTransform.GetChild(i);
childTransform.SetParent(null);
}
// Destroy all the detached children
foreach (Transform child in parentTransform) Destroy(child.gameObject);
}
public void PopulateHotkeyList()
{
Debug.Log("Getting all hot keys");
var hotkeys = HotkeyManager.Instance.GetAllHotkeys();
Debug.Log("Clearing Children");
ClearChildren(hotkeyListContainer);
foreach (var hotkey in hotkeys)
{
var entry = Instantiate(hotkeyEntryPrefab, hotkeyListContainer);
var actionName = entry.transform.Find("ActionName").GetComponent<TMP_Text>();
var keyName = entry.transform.Find("KeyName").GetComponent<TMP_InputField>();
var changeButton = entry.transform.Find("ChangeButton").GetComponent<Button>();
Debug.Log(actionName);
Debug.Log(hotkey);
Debug.Log(hotkey.Key);
Debug.Log(hotkey.Value);
Debug.Log(hotkey.Value.ToString());
actionName.text = hotkey.Key;
Debug.Log(keyName);
Debug.Log(keyName.text);
keyName.text = hotkey.Value.ToString();
var currentAction = hotkey.Key;
changeButton.onClick.AddListener(() => StartHotkeyChange(currentAction, keyName));
hotkeyEntries[currentAction] = entry;
}
}
private void StartHotkeyChange(string actionName, TMP_InputField keyNameText)
{
Debug.Log("Waiting for key change");
StartCoroutine(WaitForKey(actionName, keyNameText));
}
private IEnumerator WaitForKey(string actionName, TMP_InputField keyNameText)
{
var keyAssigned = false;
while (!keyAssigned)
{
foreach (KeyCode key in Enum.GetValues(typeof(KeyCode)))
if (Input.GetKeyDown(key))
{
HotkeyManager.Instance.UpdateHotkey(actionName, key);
keyNameText.text = key.ToString();
keyAssigned = true;
break;
}
yield return null;
}
}
}

View File

@ -1,5 +1,5 @@
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View File

@ -5,7 +5,7 @@ using UnityEngine;
// InventoryManager.cs
public class InventoryManager : MonoBehaviour
{
public List<InventoryItem> inventoryItems = new();
public List<GameItem> inventoryItems = new();
private void Start()
{
@ -14,13 +14,13 @@ public class InventoryManager : MonoBehaviour
}
public void AddItem(InventoryItem item)
public void AddItem(GameItem item)
{
inventoryItems.Add(item);
Debug.Log("Added item: " + item.itemName);
}
public void RemoveItem(InventoryItem item)
public void RemoveItem(GameItem item)
{
inventoryItems.Remove(item);
Debug.Log("Removed item: " + item.itemName);
@ -31,11 +31,12 @@ public class InventoryManager : MonoBehaviour
{
// Add predefined items to the inventory list
// Example items (replace with your actual items)
var item1 = ScriptableObject.CreateInstance<InventoryItem>();
Debug.Log("Initializing Inventory");
var item1 = ScriptableObject.CreateInstance<GameItem>();
item1.itemName = "Sword";
item1.icon = null; // Assign the icon if available
var item2 = ScriptableObject.CreateInstance<InventoryItem>();
var item2 = ScriptableObject.CreateInstance<GameItem>();
item2.itemName = "Shield";
item2.icon = null; // Assign the icon if available

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@ -0,0 +1,114 @@
using UnityEngine;
public class UIManager : MonoBehaviour
{
// Add more panels as needed
// Singleton instance
public static UIManager Instance;
// Reference to the main UI panel (or the root UI GameObject)
public GameObject UIPanel;
// References to individual views
public GameObject SettingsPanel;
public GameObject CharacterPanel;
public GameObject InventoryPanel;
public GameObject ToolbarPanel;
public GameObject RelationshipPanel;
public GameObject HotkeyPanel;
public GameObject ManagementPanel;
private void Awake()
{
// Implement singleton pattern
if (Instance == null)
Instance = this;
else
Destroy(gameObject);
}
private void Start()
{
// Register hotkeys with HotkeyManager
HotkeyManager.Instance.RegisterHotkey("Toggle Inventory", KeyCode.I, ToggleInventory);
HotkeyManager.Instance.RegisterHotkey("Toggle UI", KeyCode.Home, ToggleUI);
HotkeyUIManager.Instance.PopulateHotkeyList();
}
// Method to toggle the main UI visibility
public void ToggleUI()
{
// todo: will need a way to handle them out of sync.
if (UIPanel != null) UIPanel.SetActive(!UIPanel.activeSelf);
if (ToolbarPanel != null) ToolbarPanel.SetActive(!ToolbarPanel.activeSelf);
}
public void ToggleInventory()
{
if (InventoryPanel != null) ShowPanel("inventory");
}
public void ToggleHotkey()
{
if (HotkeyPanel != null) ShowPanel("hotkey");
HotkeyUIManager.Instance.PopulateHotkeyList();
}
public void SetZoomLevel(GameObject targetObject, float zoomLevel)
{
// Get the RectTransform component of the target object
var rectTransform = targetObject.GetComponent<RectTransform>();
// Calculate the new scale based on the zoom level
var newScale = 1f + (zoomLevel - 1f);
// Set the new scale for the x and y axes
var newScaleVector = new Vector3(newScale, newScale, 1f);
rectTransform.localScale = newScaleVector;
}
public void SetUIZoomLevel(float zoomLevel)
{
Debug.Log("Modifying Zoom level for UI: " + zoomLevel);
SetZoomLevel(ManagementPanel, zoomLevel);
SetZoomLevel(ToolbarPanel, zoomLevel);
}
// Method to show a specific panel and hide others
public void ShowPanel(string panelName)
{
// Hide all panels first
if (SettingsPanel != null && panelName != "settings") SettingsPanel.SetActive(false);
if (CharacterPanel != null && panelName != "character") CharacterPanel.SetActive(false);
if (InventoryPanel != null && panelName != "inventory") InventoryPanel.SetActive(false);
if (RelationshipPanel != null && panelName != "relationship") RelationshipPanel.SetActive(false);
if (HotkeyPanel != null && panelName != "hotkey") HotkeyPanel.SetActive(false);
// Add more panels as needed
// Show the selected panel
switch (panelName.ToLower())
{
case "settings":
if (SettingsPanel != null) SettingsPanel.SetActive(true);
break;
case "character":
if (CharacterPanel != null) CharacterPanel.SetActive(true);
break;
case "inventory":
if (InventoryPanel != null) InventoryPanel.SetActive(true);
break;
case "relationship":
if (RelationshipPanel != null) RelationshipPanel.SetActive(true);
break;
case "hotkey":
if (HotkeyPanel != null) HotkeyPanel.SetActive(true);
break;
// Add more cases as needed
}
}
}

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using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
@ -9,6 +10,11 @@ public class InventoryUI : MonoBehaviour
public InventoryManager inventoryManager;
public Transform itemParent;
public GameObject itemSlotPrefab;
public GameObject inventoryItemPrefab;
public int maxSlots = 30;
public readonly Dictionary<int, GameObject> slots = new();
private void Start()
{
@ -21,39 +27,47 @@ public class InventoryUI : MonoBehaviour
foreach (Transform child in itemParent) Destroy(child.gameObject);
Debug.Log("Finished deleting old crap");
foreach (var item in inventoryManager.inventoryItems)
for (var i = 0; i < maxSlots; i++)
{
var slot = Instantiate(itemSlotPrefab, itemParent);
Debug.Log("created slot");
Debug.Log(item);
Debug.Log(item.itemName);
ListChildren(slot);
var itemNameText = slot.GetComponentInChildren<TextMeshProUGUI>();
if (itemNameText != null)
itemNameText.text = item.itemName;
else
Debug.LogWarning("ItemName Text component not found in slot: " + slot);
// slot.GetComponentInChildren<Text>().text = item.itemName;
var iconTransform = slot.transform.Find("Icon");
if (iconTransform != null)
{
var iconImage = iconTransform.GetComponent<Image>();
if (iconImage != null)
iconImage.sprite = item.icon;
else
Debug.LogWarning("Image component not found on Icon child: " + slot);
}
else
{
Debug.LogWarning("Icon child not found in slot: " + slot);
}
slots.Add(i, slot);
}
// foreach (var item in inventoryManager.inventoryItems) addItemToSlot(slot, item);
}
private void addItemToSlot(GameObject slot, GameItem item)
{
Debug.Log(item);
Debug.Log(item.itemName);
ListChildren(slot);
var itemNameText = slot.GetComponentInChildren<TextMeshProUGUI>();
if (itemNameText != null)
itemNameText.text = item.itemName;
else
Debug.LogWarning("ItemName Text component not found in slot: " + slot);
// slot.GetComponentInChildren<Text>().text = item.itemName;
var iconTransform = slot.transform.Find("Icon");
if (iconTransform != null)
{
var iconImage = iconTransform.GetComponent<Image>();
if (iconImage != null)
iconImage.sprite = item.icon;
else
Debug.LogWarning("Image component not found on Icon child: " + slot);
}
else
{
Debug.LogWarning("Icon child not found in slot: " + slot);
}
}
public void ListChildren(GameObject parent)
{

8
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float2 texcoord : TEXCOORD0;
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float4 vertex : SV_POSITION;
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{
Properties
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Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = v.uv;
return o;
}
sampler2D _MainTex;
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
// just invert the colors
col.rgb = 1 - col.rgb;
return col;
}
ENDCG
}
}
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