feature: can swap two inventory items

This commit is contained in:
unfaiyted 2024-06-19 14:29:24 -05:00
parent 8011288384
commit eba44a7286
69 changed files with 353140 additions and 351839 deletions

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@ -1,8 +1,8 @@
using UnityEngine;
// Example: InventoryItem.cs
// Example: GameItem.cs
[CreateAssetMenu(fileName = "InventoryItem", menuName = "Game Data/Inventory Item")]
[CreateAssetMenu(fileName = "GameItem", menuName = "Game Data/Game Item")]
public class GameItem : ScriptableObject
{
public string itemName;
@ -11,4 +11,16 @@ public class GameItem : ScriptableObject
public string rarity; // todo: maybe like enum type?
public string qty; //todo: should this be moved to the inventoryitem object?
public int maxStack;
public bool isStackable;
public bool isEquippable;
public bool isConsumable;
public bool isQuestItem;
public bool isKeyItem;
public bool isCraftable;
public bool isTradeable;
public bool isSellable;
public bool isDroppable;
public bool isDestroyable;
public bool isUsable;
}

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using UnityEngine;
// Example: InventoryItem.cs
[CreateAssetMenu(fileName = "InventorySlot", menuName = "Game Data/Game Slot")]
public class InventorySlot : ScriptableObject
{
public GameItem item;
public int quantity;
public int slotId = -1;
//todo: prevent item from being used if locked
public int isLocked;
public InventorySlot()
{
item = null;
quantity = 0;
}
public InventorySlot(GameItem item)
{
this.item = item;
quantity = 1;
}
public void Initialize(GameItem gameItem, int qty)
{
item = gameItem;
quantity = qty;
}
public void AssignGameItem(GameItem gameItem, int qty = 1)
{
item = gameItem;
quantity = qty;
}
public void AddQuantity(int amount)
{
quantity += amount;
}
public void RemoveQuantity(int amount)
{
quantity -= amount;
}
public void SetQuantity(int amount)
{
quantity = amount;
}
public void UseItem()
{
if (item.isConsumable) RemoveQuantity(1);
}
public void DropItem()
{
if (item.isDroppable) RemoveQuantity(1);
}
public void DestroyItem()
{
if (item.isDestroyable) RemoveQuantity(1);
}
public void SellItem()
{
if (item.isSellable) RemoveQuantity(1);
}
public bool IsEmpty()
{
return item == null;
}
public void AddItem(GameItem newItem)
{
item = newItem;
quantity = 1;
}
public Sprite GetIcon()
{
return item.icon;
}
public string GetItemName()
{
if (item == null)
{
Debug.Log("Item is null");
return null;
}
return item.itemName;
}
public float GetItemValue()
{
return item.itemValue;
}
}

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@ -7,4 +7,15 @@ public class PlayerData : ScriptableObject
public string playerName;
public int level;
public int health;
public int maxHealth;
public int inventorySize;
public int experience;
public int gold;
public int attack;
public int defense;
public int speed;
public int luck;
public int magic;
public int sanity;
public int maxSanity;
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View File

@ -5,13 +5,14 @@ using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class HotkeyUIManager : MonoBehaviour
public class HotkeyUIController : MonoBehaviour
{
public static HotkeyUIManager Instance;
public static HotkeyUIController Instance;
public GameObject hotkeyEntryPrefab; // Assign the HotkeyEntry prefab
public Transform hotkeyListContainer; // Assign the Content transform of ScrollView
public HotkeyManager hotkeyManager;
private readonly Dictionary<string, GameObject> hotkeyEntries = new();
@ -47,7 +48,7 @@ public class HotkeyUIManager : MonoBehaviour
public void PopulateHotkeyList()
{
Debug.Log("Getting all hot keys");
var hotkeys = HotkeyManager.Instance.GetAllHotkeys();
var hotkeys = hotkeyManager.GetAllHotkeys();
Debug.Log("Clearing Children");
ClearChildren(hotkeyListContainer);

View File

@ -4,7 +4,7 @@ MonoImporter:
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View File

@ -0,0 +1,118 @@
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
using UnityEngine.UI;
// Drag Dropable
public class InventoryItemDisplayController : MonoBehaviour, IPointerDownHandler, IBeginDragHandler, IEndDragHandler,
IDragHandler
{
[SerializeField] private Canvas canvas;
[FormerlySerializedAs("InventoryItem")]
public GameItem gameItem;
private CanvasGroup _canvasGroup;
private Canvas _dragLayerCanvas;
private Transform _originalParent;
private Vector2 _originalPosition;
private RectTransform _rectTransform;
private void Awake()
{
_rectTransform = GetComponent<RectTransform>();
_canvasGroup = GetComponent<CanvasGroup>();
if (_canvasGroup == null) _canvasGroup = gameObject.AddComponent<CanvasGroup>();
if (canvas == null) canvas = GameObject.Find("UICanvas").GetComponent<Canvas>();
_dragLayerCanvas = GameObject.Find("DragLayerCanvas").GetComponent<Canvas>();
}
// Update is called once per frame
private void Update()
{
}
public void OnBeginDrag(PointerEventData eventData)
{
Debug.Log("Begin Drag");
_originalPosition = _rectTransform.anchoredPosition;
_canvasGroup.alpha = 0.6f;
_canvasGroup.blocksRaycasts = false;
_canvasGroup.interactable = false; // Disable interaction while dragging
}
public void OnDrag(PointerEventData eventData)
{
// Ensure the canvas is set
if (canvas == null)
{
Debug.LogWarning("Canvas is null");
return;
}
// Convert the mouse position to canvas space and update the item's position
Vector2 localPointerPosition;
RectTransformUtility.ScreenPointToLocalPointInRectangle(
canvas.transform as RectTransform,
eventData.position,
canvas.worldCamera,
out localPointerPosition);
_rectTransform.localPosition = localPointerPosition;
}
public void OnEndDrag(PointerEventData eventData)
{
Debug.Log("End Drag");
// Check if dropped on a valid slot
var hitObjects = eventData.hovered;
var droppedOnValidSlot = false;
foreach (var obj in hitObjects)
if (obj.GetComponent<InventorySlotDisplayController>() != null)
{
droppedOnValidSlot = true;
break;
}
if (!droppedOnValidSlot)
// Snap back to original position if not dropped in a valid slot
_rectTransform.anchoredPosition = _originalPosition;
_canvasGroup.alpha = 1.0f;
_canvasGroup.blocksRaycasts = true;
_canvasGroup.interactable = true; // Enable interaction after dragging
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("OnPointerDown");
}
public void SetItem(GameItem item)
{
if (item == null)
{
Debug.Log("Item is null!");
gameItem = null;
Destroy(transform.gameObject);
return;
}
gameItem = item;
Debug.Log(transform.GetChild(1));
transform.Find("ItemName").GetComponent<TMP_Text>().text = item.itemName;
transform.Find("qty").GetComponent<Text>().text = item.qty;
transform.Find("Icon").GetComponent<Image>().sprite = item.icon;
Debug.Log("completed processing set item");
}
}

View File

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View File

@ -0,0 +1,167 @@
using System;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Serialization;
public class InventorySlotDisplayController : MonoBehaviour, IDropHandler
{
// public Image icon;
// public Text itemName;
[FormerlySerializedAs("inventoryItem")]
public InventoryManager inventoryManager;
public GameObject inventoryItemPrefab;
// private Transform inventoryItemContainer;
private int _slotId;
public void OnDrop(PointerEventData eventData)
{
Debug.Log("Dropped on internal slot: " + _slotId);
inventoryManager = GameObject.Find("InventoryManager").GetComponent<InventoryManager>();
var destinationSlot = inventoryManager.GetSlot(_slotId);
var destinationItem = inventoryManager.GetItemFromSlot(destinationSlot.slotId);
var draggedSlotController = eventData.pointerDrag.GetComponentInParent<InventorySlotDisplayController>();
var draggedComponent = eventData.pointerDrag.GetComponent<InventoryItemDisplayController>();
var draggedItem = draggedComponent.gameItem;
var draggedSlotId = draggedSlotController._slotId;
Debug.Log("Dropped item: " + draggedItem.itemName);
// var sourceSlot = eventData.pointerDrag.GetComponentInParent<InventorySlotDisplayController>();
if (eventData.pointerDrag != null)
{
if (draggedItem == null)
{
Debug.Log("inventory item does not exist");
// Delete visual representation of dragged item
Destroy(eventData.pointerDrag);
return;
}
// Place the dragged item in this slot
// draggedComponent.GetComponent<RectTransform>().anchoredPosition =
// GetComponent<RectTransform>().anchoredPosition;
if (destinationItem == null)
{
Debug.Log("Destination slot is empty");
inventoryManager.SwapItems(destinationSlot.slotId, draggedSlotId);
// Re parent to this slot
draggedComponent.transform.SetParent(transform, false);
draggedComponent.GetComponent<RectTransform>().anchoredPosition = Vector2.zero;
draggedComponent.GetComponent<RectTransform>().offsetMin = Vector2.zero;
draggedComponent.GetComponent<RectTransform>().offsetMax = Vector2.zero;
}
else
{
Debug.Log("Destination slot is not empty");
inventoryManager.SwapItems(draggedSlotId, destinationSlot.slotId);
// Get the parent of the dragged component
// originalSlot.SetSlotDetails();
var selfItem = transform.Find("InventoryItem(Clone)").GetComponent<InventoryItemDisplayController>();
if (selfItem == null) Debug.Log("Self item is null");
selfItem.transform.SetParent(draggedSlotController.transform, false);
selfItem.GetComponent<RectTransform>().anchoredPosition = Vector2.zero;
selfItem.GetComponent<RectTransform>().offsetMin = Vector2.zero;
selfItem.GetComponent<RectTransform>().offsetMax = Vector2.zero;
// Re parent to this slot
draggedComponent.transform.SetParent(transform, false);
draggedComponent.GetComponent<RectTransform>().anchoredPosition = Vector2.zero;
draggedComponent.GetComponent<RectTransform>().offsetMin = Vector2.zero;
draggedComponent.GetComponent<RectTransform>().offsetMax = Vector2.zero;
}
}
}
public void SetSlotId(int id)
{
_slotId = id;
}
private void SwapItems(InventoryItemDisplayController draggedItemDisplayController)
{
inventoryManager = GameObject.Find("InventoryManager").GetComponent<InventoryManager>();
Debug.Log("!!!!!Swapping items");
var destinationSlot = inventoryManager.GetSlot(_slotId);
var originalSlot = draggedItemDisplayController.GetComponentInParent<InventorySlotDisplayController>();
var tempItem = destinationSlot.item;
// assigns to the destination slot the dragged item
AssignInventoryItem(draggedItemDisplayController.gameItem);
// If this slot had an item, move it to the dragged item's original slot
if (destinationSlot.item != null)
{
originalSlot.AssignInventoryItem(tempItem);
UIManager.Instance.InventoryUIController.UpdateUI();
}
else
{
Destroy(draggedItemDisplayController.gameObject);
}
}
public void AssignInventoryItem(GameItem newItem)
{
// Remove any existing InventoryItem(Clone) from this slot
try
{
Destroy(transform.Find("InventoryItem(Clone)")?.gameObject);
}
catch (Exception e)
{
Debug.Log("No item to destroy");
}
if (inventoryItemPrefab == null)
{
Debug.LogError("InventoryItemPrefab not set");
return;
}
// Instantiate the new item in this slot
var newItemInstance = Instantiate(inventoryItemPrefab, transform);
var itemDisplay = newItemInstance.GetComponent<InventoryItemDisplayController>();
itemDisplay.SetItem(newItem);
}
public void SetInventoryItemPrefab(GameObject prefab)
{
inventoryItemPrefab = prefab;
}
public void DeleteInventoryItem()
{
Destroy(transform.Find("InventoryItem(Clone)")?.gameObject);
}
public void SetSlotDetails(InventorySlot slotDetails)
{
inventoryManager = GameObject.Find("InventoryManager").GetComponent<InventoryManager>();
_slotId = slotDetails.slotId;
if (slotDetails.item != null) AssignInventoryItem(slotDetails.item);
if (slotDetails.item == null) DeleteInventoryItem();
}
public void UpdateUI()
{
}
}

View File

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View File

@ -1,47 +1,56 @@
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
// InventoryUI.cs
public class InventoryUI : MonoBehaviour
public class InventoryUIController : MonoBehaviour
{
public InventoryManager inventoryManager;
public Transform itemParent;
public GameObject itemSlotPrefab;
public GameObject inventoryItemPrefab;
public int maxSlots = 30;
public readonly Dictionary<int, GameObject> slots = new();
public readonly Dictionary<int, GameObject> DisplayedSlots = new();
private void Start()
{
Debug.Log("InventoryUI Start");
if (itemParent == null)
{
Debug.LogWarning("ItemParent is null!");
Debug.LogWarning("ItemParent is null! Can not attach");
return;
}
// Delete existing children if any.
foreach (Transform child in itemParent) Destroy(child.gameObject);
Debug.Log("Finished deleting old crap");
if (inventoryManager.inventorySlots.Count == 0)
inventoryManager.InitializeInventory();
for (var i = 0; i < maxSlots; i++)
foreach (var inventorySlot in inventoryManager.inventorySlots)
{
var slot = Instantiate(itemSlotPrefab, itemParent);
Debug.Log("created slot");
slots.Add(i, slot);
// Draw slots to screen
var slotDisplay = Instantiate(itemSlotPrefab, itemParent);
var i = inventorySlot.slotId;
// Add prefab to slot
slotDisplay.GetComponent<InventorySlotDisplayController>().SetInventoryItemPrefab(inventoryItemPrefab);
slotDisplay.GetComponent<InventorySlotDisplayController>().SetSlotDetails(inventorySlot);
DisplayedSlots.Add(i, slotDisplay);
// GenerateInventorySlotDisplay(inventorySlot);
}
// foreach (var item in inventoryManager.inventoryItems) addItemToSlot(slot, item);
// Debug.Log("Adding item to slot:" + item.GetItemName());
Debug.Log("Finished adding items to slots");
}
private void addItemToSlot(GameObject slot, GameItem item)
private void AddItemToSlot(GameItem gameItem, int id)
{
Debug.Log(item);
/*Debug.Log(item);
Debug.Log(item.itemName);
ListChildren(slot);
@ -66,7 +75,7 @@ public class InventoryUI : MonoBehaviour
else
{
Debug.LogWarning("Icon child not found in slot: " + slot);
}
}*/
}
public void ListChildren(GameObject parent)
@ -76,12 +85,6 @@ public class InventoryUI : MonoBehaviour
public void UpdateUI()
{
foreach (Transform child in itemParent) Destroy(child.gameObject);
foreach (var item in inventoryManager.inventoryItems)
{
var slot = Instantiate(itemSlotPrefab, itemParent);
slot.GetComponentInChildren<Text>().text = item.itemName;
// slot.GetComponentInChildren<Image>().sprite = item.icon;
}
// Get values from inventory and redraw the inventory slots based on that.
}
}

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@ -1,8 +0,0 @@
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guid: c64b1957313a20446841704d3efedee5
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@ -1,54 +0,0 @@
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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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 893e9fbe2ce947cba19dbac86dd2c901
timeCreated: 1718680679

View File

@ -1,69 +0,0 @@
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class InventorySlot : MonoBehaviour, IDropHandler
{
// public Image icon;
// public Text itemName;
public GameItem gameItem;
public GameObject inventoryItemPrefab;
// private Transform inventoryItemContainer;
public void OnDrop(PointerEventData eventData)
{
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;*/
}
}

View File

@ -0,0 +1,31 @@
using UnityEngine;
public class AudioManager : MonoBehaviour
{
private AudioSource backgroundSource;
public static AudioManager Instance { get; private set; }
private void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
backgroundSource = GetComponent<AudioSource>();
}
else
{
Destroy(gameObject);
}
}
public void PlayBackgroundMusic(string trackName)
{
// Logic to play background music
}
public void StopBackgroundMusic()
{
backgroundSource.Stop();
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 70e66f233cd34460b23717871895ac59
timeCreated: 1718741284

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@ -0,0 +1,54 @@
using System.Collections.Generic;
using UnityEngine;
// GameItemManager.cs
// Responsible for managing the game items
public class GameItemManager : MonoBehaviour
{
public static GameItemManager Instance;
public List<GameItem> gameItems = new();
private void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject);
}
}
private void Start()
{
Debug.Log("GameItem Manager Start");
InitializeGameItems();
}
public void AddItem(GameItem item)
{
gameItems.Add(item);
Debug.Log("Added item: " + item.itemName);
}
public void RemoveItem(GameItem item)
{
gameItems.Remove(item);
Debug.Log("Removed item: " + item.itemName);
}
public void InitializeGameItems()
{
// Add predefined items to the inventory list
// Example items (replace with your actual items)
Debug.Log("Initializing items from Resources/GameItems");
var items = Resources.LoadAll<GameItem>("GameItems");
foreach (var item in items) AddItem(item);
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6ede7ab1c1274b938f214f249176c4a2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 250
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,17 +1,48 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour {
public static GameManager Instance { get; private set; }
public class GameManager : MonoBehaviour
{
public PlayerData playerData;
public static GameManager Instance { get; private set; }
private void Awake() {
if (Instance == null) {
public UIManager UIManager { get; private set; }
public InventoryManager InventoryManager { get; private set; }
public GameItemManager GameItemManager { get; set; }
//TODO: Add AudioManager
public AudioManager AudioManager { get; set; }
private void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
} else {
// Initialize managers
UIManager = GetComponent<UIManager>();
GameItemManager = GetComponent<GameItemManager>();
InventoryManager = GetComponent<InventoryManager>();
AudioManager = GetComponent<AudioManager>();
}
else
{
Destroy(gameObject);
}
}
public void StartGame()
{
UIManager.ShowMainMenuScreen(false);
// AudioManager.PlayMusic("MainTheme");
}
public void EndGame()
{
UIManager.ShowGameOverScreen(true);
// AudioManager.PlayMusic("GameOverTheme");
}
}

View File

@ -1,3 +1,11 @@
fileFormatVersion: 2
fileFormatVersion: 2
guid: 77de9cf819ee48e88e0c639a6ded4318
timeCreated: 1718635802
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 280
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,11 +1,13 @@
using System.Collections.Generic;
using Managers;
using UnityEngine;
// InventoryManager.cs
public class InventoryManager : MonoBehaviour
{
public List<GameItem> inventoryItems = new();
public List<InventorySlot> inventorySlots = new();
public PlayerManager playerManager;
private void Start()
{
@ -13,34 +15,117 @@ public class InventoryManager : MonoBehaviour
InitializeInventory();
}
public void AddItem(GameItem item)
private void AddSlot(InventorySlot slot)
{
inventoryItems.Add(item);
Debug.Log("Added item: " + item.itemName);
inventorySlots.Add(slot);
}
public void RemoveItem(GameItem item)
public InventorySlot GetSlot(int slotId)
{
inventoryItems.Remove(item);
Debug.Log("Removed item: " + item.itemName);
foreach (var slot in inventorySlots)
if (slot.slotId == slotId)
{
Debug.Log("Got slot: " + slotId);
return slot;
}
Debug.LogWarning("Slot not found: " + slotId);
return null;
}
private void RemoveSlot(InventorySlot slot)
{
inventorySlots.Remove(slot);
}
public void RemoveItemFromSlot(GameItem item)
{
foreach (var slot in inventorySlots)
if (slot.item == item)
{
slot.item = null;
Debug.Log("Removed item from slot: " + item.itemName);
return;
}
Debug.LogWarning("Item not found in any slot: " + item.itemName);
}
public GameItem GetItemFromSlot(int slotId)
{
Debug.Log("Getting item from slot: " + slotId);
foreach (var slot in inventorySlots)
if (slot.slotId == slotId && slot.item != null)
{
Debug.Log("Got item from slot: " + slot.item.itemName);
return slot.item;
}
Debug.LogWarning("Item not found in slot: " + slotId);
return null;
}
public void SetItemInSlot(int slotId, GameItem item)
{
Debug.Log("Setting item in slot: " + slotId + " / " + item?.itemName ?? "null");
foreach (var slot in inventorySlots)
if (slot.slotId == slotId)
{
if (item == null)
{
Debug.Log("Item is null, removing item from slot: " + slotId);
slot.item = null;
return;
}
slot.item = item;
return;
}
Debug.LogWarning("Item not found in slot: " + slotId);
}
public void SwapItems(int slotId1, int slotId2)
{
var item1 = GetItemFromSlot(slotId1);
var item2 = GetItemFromSlot(slotId2);
SetItemInSlot(slotId1, item2);
SetItemInSlot(slotId2, item1);
}
public void AddItemToOpenSlot(GameItem item)
{
foreach (var slot in inventorySlots)
if (slot.IsEmpty())
{
slot.slotId = inventorySlots.IndexOf(slot);
slot.item = item;
Debug.Log("Added item to slot: " + slot.slotId + " / " + item.itemName);
return;
}
Debug.LogWarning("No empty slots available to add item: " + item.itemName);
}
public void InitializeInventory()
{
// Add predefined items to the inventory list
// Example items (replace with your actual items)
Debug.Log("Initializing Inventory");
var item1 = ScriptableObject.CreateInstance<GameItem>();
item1.itemName = "Sword";
item1.icon = null; // Assign the icon if available
// create player slots for inventory
for (var i = 0; i < playerManager.playerData.inventorySize; i++)
{
var slot = ScriptableObject.CreateInstance<InventorySlot>();
slot.slotId = i;
slot.item = null;
AddSlot(slot);
}
var item2 = ScriptableObject.CreateInstance<GameItem>();
item2.itemName = "Shield";
item2.icon = null; // Assign the icon if available
AddItem(item1);
AddItem(item2);
AddItemToOpenSlot(GameItemManager.Instance.gameItems[0]);
AddItemToOpenSlot(GameItemManager.Instance.gameItems[1]);
AddItemToOpenSlot(GameItemManager.Instance.gameItems[2]);
AddItemToOpenSlot(GameItemManager.Instance.gameItems[3]);
Debug.Log("Completed Initialized items in InventoryManager");
}
}

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@ -0,0 +1,55 @@
using UnityEngine;
namespace Managers
{
public class PlayerManager : MonoBehaviour
{
public PlayerData playerData;
public static PlayerManager Instance { get; private set; }
private void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject);
}
}
public void TakeDamage(int damage)
{
playerData.health -= damage;
if (playerData.health <= 0) GameManager.Instance.EndGame();
}
public void Heal(int amount)
{
playerData.health += amount;
if (playerData.health > playerData.maxHealth) playerData.health = playerData.maxHealth;
}
public void AddExperience(int amount)
{
playerData.experience += amount;
if (playerData.experience >= 100)
{
playerData.level++;
playerData.experience = 0;
}
}
public void AddGold(int amount)
{
playerData.gold += amount;
}
public void AddItemToInventory(GameItem item)
{
GameManager.Instance.InventoryManager.AddItemToOpenSlot(item);
}
}
}

View File

@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c44379412e6f434dbf4e19bcf1f1415c
timeCreated: 1718745485

View File

@ -19,21 +19,28 @@ public class UIManager : MonoBehaviour
public GameObject HotkeyPanel;
public GameObject ManagementPanel;
public InventoryUIController InventoryUIController;
private void Awake()
{
// Implement singleton pattern
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
}
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();
// HotkeyUIManager.Instance.PopulateHotkeyList();
}
@ -53,7 +60,7 @@ public class UIManager : MonoBehaviour
public void ToggleHotkey()
{
if (HotkeyPanel != null) ShowPanel("hotkey");
HotkeyUIManager.Instance.PopulateHotkeyList();
HotkeyUIController.Instance.PopulateHotkeyList();
}
@ -111,4 +118,14 @@ public class UIManager : MonoBehaviour
// Add more cases as needed
}
}
public void ShowMainMenuScreen(bool show)
{
// Show the main menu screen
}
public void ShowGameOverScreen(bool show)
{
// Show the game over screen
}
}

View File

@ -4,7 +4,7 @@ MonoImporter:
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
executionOrder: 290
icon: {instanceID: 0}
userData:
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