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Inventory.cs
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168 lines (141 loc) · 4.57 KB
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using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.Events;
using UnityEngine.UI;
public class Inventory : MonoBehaviour
{
#region Singleton
public static Inventory Instance
{
get
{
if (instance == null)
{
instance = FindObjectOfType<Inventory>();
}
return instance;
}
}
private static Inventory instance;
#endregion
public Sprite DefaultInventorySprite;
public UnityEvent OnDragStart;
public UnityEvent OnDragEnd;
public ObjectId SelectedItemId => selectedItemId;
public Item SelectedItem => selectedSlot.Item;
public bool HasItemSelected => selectedItemId != null;
public bool IsDragging => isDragging;
public List<InventorySlot> UiSlots;
private const string EMPTY_INVENTORY_ID = "Empty";
private InventorySlot availableSlot;
private ObjectId selectedItemId;
private InventorySlot selectedSlot;
private bool isDragging = false;
public bool AddToInventory(ObjectId itemId)
{
if (!CheckAvailableSlot()) { return false; }
availableSlot.occupied = true;
availableSlot.storedObjectId = itemId;
availableSlot.gameObject.GetComponent<Image>().sprite = itemId.GetComponent<Item>().ItemSprite;
return true;
}
public void PlaceOnTarget(PlaceLocationObject placeLocation)
{
if (placeLocation.Interact(SelectedItem))
{
selectedSlot.occupied = false;
selectedSlot.storedObjectId = null;
selectedSlot.gameObject.GetComponent<Image>().sprite = DefaultInventorySprite;
}
}
public void EmptySelectedSlot()
{
selectedSlot.occupied = false;
selectedSlot.storedObjectId = null;
selectedSlot.gameObject.GetComponent<Image>().sprite = DefaultInventorySprite;
}
public void OverwriteSelectedSlot(ObjectId itemId)
{
EmptySelectedSlot();
selectedSlot.occupied = true;
selectedSlot.storedObjectId = itemId;
selectedSlot.gameObject.GetComponent<Image>().sprite = itemId.GetComponent<Item>().ItemSprite;
}
public void OverwriteSlot(ObjectId itemId, InventorySlot slot)
{
EmptySelectedSlot();
slot.occupied = true;
slot.storedObjectId = itemId;
slot.gameObject.GetComponent<Image>().sprite = itemId.GetComponent<Item>().ItemSprite;
}
private bool CheckAvailableSlot()
{
foreach (InventorySlot slot in UiSlots)
{
if (!slot.occupied)
{
availableSlot = slot;
return true;
}
}
return false;
}
public void SelectSlot(InventorySlot slot)
{
if (slot.GetComponent<InventorySlot>().occupied)
{
selectedSlot = slot;
selectedItemId = slot.storedObjectId;
}
}
public string[] GetInventoryIds()
{
string[] inventoryIds = new string[UiSlots.Count];
for (int i = 0; i < UiSlots.Count; i++)
{
if (UiSlots[i].storedObjectId != null)
{
inventoryIds[i] = UiSlots[i].storedObjectId.Id;
}
else
{
inventoryIds[i] = EMPTY_INVENTORY_ID;
}
}
return inventoryIds;
}
public void Init(string[] inventoryIds)
{
Debug.Assert(inventoryIds.Length == UiSlots.Count, "Should be the same count!");
for (int i = 0; i < inventoryIds.Length; i++)
{
if (inventoryIds[i] == EMPTY_INVENTORY_ID) { continue; }
ObjectId objectId = ObjectId.Find(inventoryIds[i]).GetComponent<ObjectId>();
UiSlots[i].occupied = true;
UiSlots[i].storedObjectId = objectId;
UiSlots[i].gameObject.GetComponent<Image>().sprite = objectId.GetComponent<Item>().ItemSprite;
}
}
public void DraggingStart()
{
isDragging = true;
OnDragStart.Invoke();
}
public void DraggingEnd()
{
isDragging = false;
OnDragEnd.Invoke();
}
public void ClearInventory()
{
foreach (var uiSlot in UiSlots)
{
uiSlot.occupied = false;
uiSlot.storedObjectId = null;
uiSlot.gameObject.GetComponent<Image>().sprite = DefaultInventorySprite;
}
}
}