using System.Collections.Generic; using UnityEngine; // InventoryManager.cs public class EquipmentManager : MonoBehaviour, IItemManager { public static EquipmentManager Instance; public readonly Dictionary Slots = new(); public Slot ActiveSlot { get; set; } private void Awake() { if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } } private void Start() { Debug.Log("EquipmentManager Start"); Initialize(); } 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.name); return; } Debug.LogWarning("No empty slots available to add item: " + item.name); } 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 RemoveSlot(int slotId) { Slots.Remove(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 AddSlot(Slot slot) { Slots[slot.slotId] = slot; } public Slot GetSlot(int slotId) { return Slots.GetValueOrDefault(slotId, null); } 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.name); return; } Debug.LogWarning("Item not found in any slot: " + item.name); } public void SetItemInSlot(int slotId, GameItem item) { // TODO: check if item is valid for slot if (Slots.TryGetValue(slotId, out var slot)) slot.item = item; else Debug.LogWarning("Slot not found: " + slotId); } public void SetActiveSlot(int slotId) { ActiveSlot = Slots[slotId]; } public void Initialize() { // create player slots for inventory var equipmentSlot = ScriptableObject.CreateInstance(); equipmentSlot.slotId = 0; equipmentSlot.item = null; equipmentSlot.slotType = Slot.SlotType.Equipment; equipmentSlot.allowedItemTypes.Add(GameItem.ItemType.Helmet); AddSlot(equipmentSlot); equipmentSlot = ScriptableObject.CreateInstance(); equipmentSlot.slotId = 1; equipmentSlot.slotType = Slot.SlotType.Equipment; equipmentSlot.allowedItemTypes.Add(GameItem.ItemType.Accessory); equipmentSlot.item = null; AddSlot(equipmentSlot); // feet equipmentSlot = ScriptableObject.CreateInstance(); equipmentSlot.slotId = 2; equipmentSlot.slotType = Slot.SlotType.Equipment; equipmentSlot.allowedItemTypes.Add(GameItem.ItemType.Armor); equipmentSlot.item = null; AddSlot(equipmentSlot); equipmentSlot = ScriptableObject.CreateInstance(); equipmentSlot.slotId = 3; equipmentSlot.slotType = Slot.SlotType.Equipment; equipmentSlot.allowedItemTypes.Add(GameItem.ItemType.Accessory); equipmentSlot.allowedItemTypes.Add(GameItem.ItemType.Ring); equipmentSlot.item = null; AddSlot(equipmentSlot); equipmentSlot = ScriptableObject.CreateInstance(); equipmentSlot.slotId = 4; equipmentSlot.slotType = Slot.SlotType.Equipment; equipmentSlot.allowedItemTypes.Add(GameItem.ItemType.Boots); equipmentSlot.item = null; AddSlot(equipmentSlot); equipmentSlot = ScriptableObject.CreateInstance(); equipmentSlot.slotId = 5; equipmentSlot.slotType = Slot.SlotType.Equipment; equipmentSlot.allowedItemTypes.Add(GameItem.ItemType.Ring); equipmentSlot.item = null; AddSlot(equipmentSlot); Debug.Log("Completed Initialized items in EquipmentManager"); } }