evershade/Assets/Data/ScriptableObjects/Box.cs

75 lines
1.8 KiB
C#

using System.Collections.Generic;
using UnityEngine;
// BaseSlot.cs
public class Box : ScriptableObject
{
public int boxId;
public int size;
public int boxName;
public readonly Dictionary<int, Slot> Slots = new();
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);
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 Slot GetSlot(int slotId)
{
return Slots.GetValueOrDefault(slotId, null);
}
public Slot GetValueOrDefault(int slotId, object o)
{
if (Slots.TryGetValue(slotId, out var slot))
return slot;
return null;
}
}