using System.Collections.Generic; using UnityEngine; // InventoryManager.cs public class InventoryManager : MonoBehaviour, IItemManager { public readonly Dictionary Slots = new(); public InventoryManager(PlayerData playerData) { for (var i = 0; i < playerData.inventorySize; i++) { var slot = ScriptableObject.CreateInstance(); slot.slotId = i; slot.item = playerData.inventorySlots[i].item; AddSlot(slot); } Debug.Log("Completed Initialized items in InventoryManager"); } private void Awake() { DontDestroyOnLoad(gameObject); } private void Start() { Debug.Log("InventoryManager Start"); } public Slot GetSlot(int slotId) { return Slots.GetValueOrDefault(slotId, null); } public GameItem GetItemFromSlot(int slotId) { return Slots.TryGetValue(slotId, out var slot) ? slot.item : null; } public void RemoveItemFromSlot(int slotId) { if (Slots.TryGetValue(slotId, out var slot)) slot.item = null; else Debug.LogWarning("Slot not found: " + slotId); } public void AddItemToOpenSlot(GameItem item) { foreach (var slot in Slots.Values) if (slot.IsEmpty()) { slot.item = item; Debug.Log("Added item to slot: " + slot.slotId + " / " + item.itemName + " / " + item.quantity); return; } Debug.LogWarning("No empty slots available to add item: " + item.itemName); } public void AddItemToSlot(GameItem item, int slotId) { if (Slots.TryGetValue(slotId, out var slot)) slot.item = item; else Debug.LogWarning("Slot not found: " + slotId); } public void SwapItems(int slotId1, int slotId2) { if (Slots.TryGetValue(slotId1, out var slot1) && Slots.TryGetValue(slotId2, out var slot2)) (slot1.item, slot2.item) = (slot2.item, slot1.item); } public void RemoveSlot(int slotId) { Slots.Remove(slotId); } public void AddSlot(Slot slot) { Slots[slot.slotId] = slot; } public void RemoveItemFromSlot(GameItem item) { foreach (var slot in Slots.Values) 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 void RemoveItemInSlot(int slotId) { if (Slots.TryGetValue(slotId, out var slot)) slot.item = null; else Debug.LogWarning("Slot not found: " + slotId); } public void Initialize(PlayerData playerData) { // create player slots for inventory Slots.Clear(); for (var i = 0; i < playerData.inventorySize; i++) { var slot = ScriptableObject.CreateInstance(); slot.slotId = i; slot.item = playerData.inventorySlots[i].item; AddSlot(slot); } Debug.Log("Completed Initialized items in InventoryManager"); } }