feature: can swap two inventory items
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@ -1,8 +1,8 @@
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using UnityEngine;
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// Example: GameItem.cs
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[CreateAssetMenu(fileName = "InventoryItem", menuName = "Game Data/Inventory Item")]
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[CreateAssetMenu(fileName = "GameItem", menuName = "Game Data/Game Item")]
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public class GameItem : ScriptableObject
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{
|
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public string itemName;
|
||||
|
|
@ -11,4 +11,16 @@ public class GameItem : ScriptableObject
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public string rarity; // todo: maybe like enum type?
|
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public string qty; //todo: should this be moved to the inventoryitem object?
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public int maxStack;
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public bool isStackable;
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public bool isEquippable;
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public bool isConsumable;
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public bool isQuestItem;
|
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public bool isKeyItem;
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public bool isCraftable;
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public bool isTradeable;
|
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public bool isSellable;
|
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public bool isDroppable;
|
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public bool isDestroyable;
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public bool isUsable;
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}
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userData:
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assetBundleVariant:
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@ -0,0 +1,108 @@
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using UnityEngine;
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// Example: InventoryItem.cs
|
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|
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[CreateAssetMenu(fileName = "InventorySlot", menuName = "Game Data/Game Slot")]
|
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public class InventorySlot : ScriptableObject
|
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{
|
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public GameItem item;
|
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public int quantity;
|
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public int slotId = -1;
|
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//todo: prevent item from being used if locked
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public int isLocked;
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public InventorySlot()
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{
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item = null;
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quantity = 0;
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}
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public InventorySlot(GameItem item)
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{
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this.item = item;
|
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quantity = 1;
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}
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public void Initialize(GameItem gameItem, int qty)
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{
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item = gameItem;
|
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quantity = qty;
|
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}
|
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public void AssignGameItem(GameItem gameItem, int qty = 1)
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{
|
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item = gameItem;
|
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quantity = qty;
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}
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public void AddQuantity(int amount)
|
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{
|
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quantity += amount;
|
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}
|
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|
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public void RemoveQuantity(int amount)
|
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{
|
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quantity -= amount;
|
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}
|
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|
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public void SetQuantity(int amount)
|
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{
|
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quantity = amount;
|
||||
}
|
||||
|
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public void UseItem()
|
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{
|
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if (item.isConsumable) RemoveQuantity(1);
|
||||
}
|
||||
|
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public void DropItem()
|
||||
{
|
||||
if (item.isDroppable) RemoveQuantity(1);
|
||||
}
|
||||
|
||||
public void DestroyItem()
|
||||
{
|
||||
if (item.isDestroyable) RemoveQuantity(1);
|
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}
|
||||
|
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public void SellItem()
|
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{
|
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if (item.isSellable) RemoveQuantity(1);
|
||||
}
|
||||
|
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public bool IsEmpty()
|
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{
|
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return item == null;
|
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}
|
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public void AddItem(GameItem newItem)
|
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{
|
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item = newItem;
|
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quantity = 1;
|
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}
|
||||
|
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public Sprite GetIcon()
|
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{
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return item.icon;
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}
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public string GetItemName()
|
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{
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if (item == null)
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{
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Debug.Log("Item is null");
|
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return null;
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}
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return item.itemName;
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}
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public float GetItemValue()
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{
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experience: 10
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gold: 111
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attack: 1
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defense: 2
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|
@ -7,4 +7,15 @@ public class PlayerData : ScriptableObject
|
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public string playerName;
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public int level;
|
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public int health;
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public int maxHealth;
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@ -5,13 +5,14 @@ using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public class HotkeyUIManager : MonoBehaviour
|
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public class HotkeyUIController : MonoBehaviour
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{
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public static HotkeyUIManager Instance;
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public static HotkeyUIController Instance;
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public GameObject hotkeyEntryPrefab; // Assign the HotkeyEntry prefab
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public Transform hotkeyListContainer; // Assign the Content transform of ScrollView
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public HotkeyManager hotkeyManager;
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private readonly Dictionary<string, GameObject> hotkeyEntries = new();
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|
|
@ -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);
|
||||
|
|
@ -4,7 +4,7 @@ MonoImporter:
|
|||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
executionOrder: 295
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
|
|
@ -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");
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 893e9fbe2ce947cba19dbac86dd2c901
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 700
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -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()
|
||||
{
|
||||
}
|
||||
}
|
||||
|
|
@ -4,7 +4,7 @@ MonoImporter:
|
|||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
executionOrder: 600
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
|
|
@ -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.
|
||||
}
|
||||
}
|
||||
|
|
@ -1,8 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c64b1957313a20446841704d3efedee5
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,3 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 893e9fbe2ce947cba19dbac86dd2c901
|
||||
timeCreated: 1718680679
|
||||
|
|
@ -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;*/
|
||||
}
|
||||
}
|
||||
|
|
@ -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();
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 70e66f233cd34460b23717871895ac59
|
||||
timeCreated: 1718741284
|
||||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6ede7ab1c1274b938f214f249176c4a2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 250
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -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");
|
||||
}
|
||||
}
|
||||
|
|
@ -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:
|
||||
|
|
|
|||
|
|
@ -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");
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c44379412e6f434dbf4e19bcf1f1415c
|
||||
timeCreated: 1718745485
|
||||
|
|
@ -19,13 +19,20 @@ 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()
|
||||
|
|
@ -33,7 +40,7 @@ public class UIManager : MonoBehaviour
|
|||
// 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
|
||||
}
|
||||
}
|
||||
|
|
@ -4,7 +4,7 @@ MonoImporter:
|
|||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
executionOrder: 290
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
|
|
|
|||
Loading…
Reference in New Issue