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{ - if (GetItemQuantity(itemId) >= quantity) - { - int currentQuantity = quantity; - - for (int i = 0; i < itemSlots.Length; i++) - { - if (itemSlots[i] != null && itemSlots[i].item == itemId) - { - // we are trying to remove less items than what exists in the current - // stack, so just subtract from the stack - if (currentQuantity < itemSlots[i].quantity) - { - itemSlots[i].quantity -= currentQuantity; - break; - } - else if (currentQuantity == itemSlots[i].quantity) - { - // we have exactly enough in the current slot, so nullify it and - // exit - itemSlots[i] = null; - break; - } - else - { - // we don't have enough in the stack, but we DO have enough in our - // inventory. nullify the stack, subtract that number from the current - // count, and move to the next item - currentQuantity -= itemSlots[i].quantity; - itemSlots[i] = null; - } - } - } - - return true; - } - else - { - return false; - } - } - - public int GetItemQuantity(ItemIdEnum itemId) - { - int itemCount = 0; - - foreach (ItemSlot slot in itemSlots) - 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{fileID: 2146681817} - {fileID: 1892268943} - {fileID: 1307748102} + - {fileID: 560578165} + - {fileID: 1375294583} diff --git a/Assets/Scripts/CameraController.cs b/Assets/Scripts/CameraController.cs index 3752549..4bcd309 100644 --- a/Assets/Scripts/CameraController.cs +++ b/Assets/Scripts/CameraController.cs @@ -1,12 +1,16 @@ +using System.Collections.Generic; +using System.Linq; using UnityEngine; public class CameraController : MonoBehaviour { - private float moveSpeed = 50.0f; - private float zoomSpeed = 20.0f; private bool isTracking = false; // don't track when parented private bool returningHome = false; // cam is on its way home - private float baseCamSize = 5; // this is how "zoomed" the ortho cam is + private float baseCamSize = 7; // this is how "zoomed" the ortho cam is + private float camMovementTime = 0.9f; // how much time to switch cam positions + + private float moveSpeed; + private float zoomSpeed; public Transform playerCamHome; // camera's home base public GameObject cameraObj; @@ -14,29 +18,72 @@ public class CameraController : MonoBehaviour private Vector3 currentCamPosition; private float desiredCamSize; + private int positionsSet = 0; // this keeps track of how many cam zones we're in + + private List roomsActive; public void SetCurrentPosition(Vector3 currentCamPosition, float desiredCamSize) { + positionsSet++; // we have entered a cam zone + cameraObj.transform.parent = null; + + float distanceToMove = Vector3.Distance(this.currentCamPosition, currentCamPosition); + float amountToZoom = Mathf.Abs(this.desiredCamSize - desiredCamSize); + moveSpeed = distanceToMove / camMovementTime; + zoomSpeed = amountToZoom / camMovementTime; + isTracking = true; returningHome = false; - cameraObj.transform.parent = null; + this.currentCamPosition = currentCamPosition; this.desiredCamSize = desiredCamSize; } public void ReturnCameraToHome() { - isTracking = false; - returningHome = true; + positionsSet--; // we have exited a cam zone + + // if this number is greater than 1, we have left a zone but are still in another + if (positionsSet <= 0) + { + positionsSet = 0; - currentCamPosition = playerCamHome.position; - desiredCamSize = baseCamSize; + float distanceToMove = Vector3.Distance(this.currentCamPosition, playerCamHome.position); + float amountToZoom = Mathf.Abs(this.desiredCamSize - baseCamSize); + moveSpeed = distanceToMove / camMovementTime; + zoomSpeed = amountToZoom / camMovementTime; + + isTracking = false; + returningHome = true; + + currentCamPosition = playerCamHome.position; + desiredCamSize = baseCamSize; + } + } + + public void AddToRoomsActive(StaticCamRoom room) + { + roomsActive.Add(room); + room.RoomEnter(); + } + + public void RemoveFromRoomsActive(StaticCamRoom room) + { + List wallsToKeep = new List(); + roomsActive.Remove(room); + + foreach (StaticCamRoom staticCamRoom in roomsActive) + { + wallsToKeep.AddRange(staticCamRoom.objectsToHide); + } + room.RoomExit(wallsToKeep); } // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { cameraComponent = cameraObj.GetComponent(); + roomsActive = new List(); ReturnCameraToHome(); } diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs index 7ea37d2..7aa63de 100644 --- a/Assets/Scripts/GameManager.cs +++ b/Assets/Scripts/GameManager.cs @@ -19,13 +19,14 @@ private void Awake() else { Instance = this; - DontDestroyOnLoad(gameObject); - - DialogueManager = GetComponent(); - Inventory = GetComponent(); - - SaveSystem.Load(); } + + DontDestroyOnLoad(gameObject); + + DialogueManager = GetComponent(); + Inventory = GetComponent(); + SaveSystem.Load(); + SaveSystem.Save(); // save off any corruption fixes } #region Storybool Save/Load diff --git a/Assets/Scripts/Inventory.meta b/Assets/Scripts/Inventory.meta new file mode 100644 index 0000000..844dbca --- /dev/null +++ b/Assets/Scripts/Inventory.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c43e00cda947506459d64184fe41f882 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Inventory/Inventory.cs b/Assets/Scripts/Inventory/Inventory.cs new file mode 100644 index 0000000..3c7e957 --- /dev/null +++ b/Assets/Scripts/Inventory/Inventory.cs @@ -0,0 +1,220 @@ +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +public class Inventory : MonoBehaviour +{ + public ItemSlot[] itemSlots; + public BackPackType ownedBackpackType; + + InventorySlotUI inventoryDisplay; + private bool showingInventory = false; + + private void Update() + { + if (inventoryDisplay == null) + { + inventoryDisplay = GameObject.FindWithTag("InventorySlots").GetComponent(); + inventoryDisplay.gameObject.SetActive(false); + } + + if (Input.GetKeyDown(KeyCode.Tab)) + { + if (showingInventory) + { + inventoryDisplay.HideSlots(); + Time.timeScale = 1; + } + else + { + inventoryDisplay.ShowSlots(); + Time.timeScale = 0; + } + + showingInventory = !showingInventory; + } + } + + // we'll set this up to only try to add one item to the inventory at a time for now + // there won't be stacked items in the wild for right now + public bool AddItem(Item item, int quantity) + { + // first try to stack + for (int i = 0; i < itemSlots.Length; i++) + { + if (itemSlots[i].item == item.id && itemSlots[i].quantity < item.maxStack) + { + itemSlots[i].quantity += 1; + return true; + } + } + + // no stack to add to, try to find an empty slot + for (int i = 0; i < itemSlots.Length; i++) + { + if (itemSlots[i].item == ItemIdEnum.NONE) + { + itemSlots[i] = new ItemSlot(); + + itemSlots[i].quantity = 1; + itemSlots[i].item = item.id; + return true; + } + } + + // no open slots, no open stacks, we can't add the item + return false; + } + + public bool RemoveItemQuantity(ItemIdEnum itemId, int quantity) + { + if (GetItemQuantity(itemId) >= quantity) + { + int currentQuantity = quantity; + + for (int i = 0; i < itemSlots.Length; i++) + { + if (itemSlots[i].item == itemId) + { + // we are trying to remove less items than what exists in the current + // stack, so just subtract from the stack + if (currentQuantity < itemSlots[i].quantity) + { + itemSlots[i].quantity -= currentQuantity; + break; + } + else if (currentQuantity == itemSlots[i].quantity) + { + // we have exactly enough in the current slot, so nullify it and + // exit + itemSlots[i].item = ItemIdEnum.NONE; + break; + } + else + { + // we don't have enough in the stack, but we DO have enough in our + // inventory. nullify the stack, subtract that number from the current + // count, and move to the next item + currentQuantity -= itemSlots[i].quantity; + itemSlots[i].item = ItemIdEnum.NONE; + } + } + } + + return true; + } + else + { + return false; + } + } + + public int GetItemQuantity(ItemIdEnum itemId) + { + int itemCount = 0; + + foreach (ItemSlot slot in itemSlots) + { + if (slot.item == itemId) + { + itemCount += slot.quantity; + } + } + + return itemCount; + } + + private int GetItemSlotNum() + { + switch (ownedBackpackType) + { + case BackPackType.Pockets: + return 8; + case BackPackType.SmallBag: + return 16; + case BackPackType.LargeBag: + return 32; + } + + return 0; + } + + #region Inventory Save/Load + public void SaveInventory(ref InventorySaveData data) + { + data.itemSlots = itemSlots; + data.ownedBackpack = ownedBackpackType; + } + + public void LoadInventory(InventorySaveData data) + { + ownedBackpackType = data.ownedBackpack; + + if (data.itemSlots != null && data.itemSlots.Length > 0) + { + itemSlots = data.itemSlots; + + // list is somehow corrupted, fill in the rest of the slots + if (itemSlots.Length < GetItemSlotNum()) + { + ItemSlot[] newSlots = new ItemSlot[GetItemSlotNum()]; + + for (int i = 0; i < itemSlots.Length; i++) + { + if (itemSlots[i] != null) + newSlots[i] = itemSlots[i]; + else + newSlots[i] = new ItemSlot(); + } + + itemSlots = newSlots; + } + } + else if (data.itemSlots != null && data.itemSlots.Length > GetItemSlotNum()) + { + // list is bigger than it should be, generate new slots of the proper size + // and save just the items in the slots we SHOULD have. (shouldn't ever happen) + ItemSlot[] newSlots = new ItemSlot[GetItemSlotNum()]; + + for (int i = 0; i < newSlots.Length; i++) + { + if (itemSlots[i] != null) + newSlots[i] = itemSlots[i]; + else + newSlots[i] = new ItemSlot(); + } + + itemSlots = newSlots; + } + else + { + itemSlots = new ItemSlot[GetItemSlotNum()]; + for (int i = 0; i < itemSlots.Length; i++) + { + itemSlots[i] = new ItemSlot(); + } + } + } + #endregion +} + +public enum BackPackType +{ + Pockets = 0, + SmallBag = 1, + LargeBag = 2 +} + +[System.Serializable] +public class ItemSlot +{ + public int quantity; + public ItemIdEnum item; +} + +[System.Serializable] +public struct InventorySaveData +{ + public ItemSlot[] itemSlots; + public BackPackType ownedBackpack; +} diff --git a/Assets/Inventory.cs.meta b/Assets/Scripts/Inventory/Inventory.cs.meta similarity index 100% rename from Assets/Inventory.cs.meta rename to Assets/Scripts/Inventory/Inventory.cs.meta diff --git a/Assets/Scripts/Inventory/InventorySlotUI.cs b/Assets/Scripts/Inventory/InventorySlotUI.cs new file mode 100644 index 0000000..7239e43 --- /dev/null +++ b/Assets/Scripts/Inventory/InventorySlotUI.cs @@ -0,0 +1,42 @@ +using UnityEngine; +using UnityEngine.UI; + +// This is the container for the inventory UI slots +public class InventorySlotUI : MonoBehaviour +{ + public ItemSlotUI[] slots; + ItemNameUI itemNameUI; + ItemDescriptionUI itemDescriptionUI; + + private void Start() + { + slots = GetComponentsInChildren(); + itemNameUI = GetComponentInChildren(); + itemDescriptionUI = GetComponentInChildren(); + } + + public void ShowSlots() + { + gameObject.SetActive(true); + + for (int i = 0; i < slots.Length; i++) + { + if (GameManager.Instance.Inventory.itemSlots[i] != null) + { + slots[i].SetItem(GameManager.Instance.Inventory.itemSlots[i]); + } + } + + foreach (ItemSlotUI slot in slots) + { + slot.LoadImage(itemNameUI, itemDescriptionUI); + } + } + + public void HideSlots() + { + itemNameUI.nameText = ""; + itemDescriptionUI.descriptionText = ""; + gameObject.SetActive(false); + } +} diff --git a/Assets/Scripts/Inventory/InventorySlotUI.cs.meta b/Assets/Scripts/Inventory/InventorySlotUI.cs.meta new file mode 100644 index 0000000..15fbca8 --- /dev/null +++ b/Assets/Scripts/Inventory/InventorySlotUI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6035a8fed1049624f8d8077553b85847 \ No newline at end of file diff --git a/Assets/Scripts/Inventory/ItemDescriptionUI.cs b/Assets/Scripts/Inventory/ItemDescriptionUI.cs new file mode 100644 index 0000000..bc54284 --- /dev/null +++ b/Assets/Scripts/Inventory/ItemDescriptionUI.cs @@ -0,0 +1,20 @@ +using TMPro; +using UnityEngine; + +public class ItemDescriptionUI : MonoBehaviour +{ + public string descriptionText = ""; + TextMeshProUGUI text; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + text = GetComponent(); + } + + // Update is called once per frame + void Update() + { + text.text = descriptionText; + } +} diff --git a/Assets/Scripts/Inventory/ItemDescriptionUI.cs.meta b/Assets/Scripts/Inventory/ItemDescriptionUI.cs.meta new file mode 100644 index 0000000..36a7c56 --- /dev/null +++ b/Assets/Scripts/Inventory/ItemDescriptionUI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: bd581500fc7211347bbe165c6ea8d780 \ No newline at end of file diff --git a/Assets/Scripts/Inventory/ItemNameUI.cs b/Assets/Scripts/Inventory/ItemNameUI.cs new file mode 100644 index 0000000..d83f193 --- /dev/null +++ b/Assets/Scripts/Inventory/ItemNameUI.cs @@ -0,0 +1,20 @@ +using TMPro; +using UnityEngine; + +public class ItemNameUI : MonoBehaviour +{ + public string nameText = ""; + TextMeshProUGUI text; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + text = GetComponent(); + } + + // Update is called once per frame + void Update() + { + text.text = nameText; + } +} diff --git a/Assets/Scripts/Inventory/ItemNameUI.cs.meta b/Assets/Scripts/Inventory/ItemNameUI.cs.meta new file mode 100644 index 0000000..9b3fc82 --- /dev/null +++ b/Assets/Scripts/Inventory/ItemNameUI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 798c4437c91e97b43893dcdfeb918617 \ No newline at end of file diff --git a/Assets/Scripts/Inventory/ItemSlotUI.cs b/Assets/Scripts/Inventory/ItemSlotUI.cs new file mode 100644 index 0000000..3568d9a --- /dev/null +++ b/Assets/Scripts/Inventory/ItemSlotUI.cs @@ -0,0 +1,53 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +public class ItemSlotUI : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler +{ + // Kind of confusing here... ItemSlot refers to the class that is the DATA for a + // "slot". It is used for serialization and keeping track of the inventory in data. + // ItemSlot simply has an item ID and a quantity. ItemSlotUI is the visual represenation of this. + private ItemSlot slotData; + private int quantity; + private Image image; + + private Item itemObj; + + // (I hate this approach) passed in from InventorySlotUI + private ItemNameUI itemNameUI; + private ItemDescriptionUI itemDescriptionUI; + + private void Start() + { + image = GetComponentsInChildren()[1]; //ignore parent + } + + public void LoadImage(ItemNameUI itemNameUI, ItemDescriptionUI itemDescriptionUI) + { + if (this.itemNameUI == null) this.itemNameUI = itemNameUI; + if (this.itemDescriptionUI == null) this.itemDescriptionUI = itemDescriptionUI; + + itemObj = new Item(slotData.item); + image.sprite = Resources.Load(itemObj.itemImagePath); + } + + public void SetItem(ItemSlot itemSlot) + { + this.slotData = itemSlot; + } + + public void OnPointerEnter(PointerEventData pointerEventData) + { + if (itemObj != null && itemObj.id != ItemIdEnum.NONE) + { + itemNameUI.nameText = itemObj.itemName; + itemDescriptionUI.descriptionText = itemObj.description; + } + } + + public void OnPointerExit(PointerEventData pointerEventData) + { + itemNameUI.nameText = ""; + itemDescriptionUI.descriptionText = ""; + } +} diff --git a/Assets/Scripts/Inventory/ItemSlotUI.cs.meta b/Assets/Scripts/Inventory/ItemSlotUI.cs.meta new file mode 100644 index 0000000..0cc6856 --- /dev/null +++ b/Assets/Scripts/Inventory/ItemSlotUI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 26900fa2242c1514fb991ab59cf5f883 \ No newline at end of file diff --git a/Assets/Scripts/Item.cs b/Assets/Scripts/Item.cs index dc9dc03..bc142c3 100644 --- a/Assets/Scripts/Item.cs +++ b/Assets/Scripts/Item.cs @@ -1,14 +1,58 @@ +using System.Runtime.InteropServices.WindowsRuntime; using UnityEngine; // This is the actual ITEM data structure for keeping track of inventory/item actions -public class Item : MonoBehaviour +public class Item { public string itemName; public ItemIdEnum id; public int maxStack = 10; + public string description = ""; + public string itemImagePath = ""; + + public Item(string itemName, ItemIdEnum id, int maxStack, string description, string itemImagePath) + { + this.itemName = itemName; + this.id = id; + this.maxStack = maxStack; + this.description = description; + this.itemImagePath = itemImagePath; + } + + public Item(ItemIdEnum id) + { + Item newItem = ItemUtilities.GetItemFromId(id); + + this.itemName = newItem.itemName; + this.id = newItem.id; + this.maxStack = newItem.maxStack; + this.description = newItem.description; + this.itemImagePath= newItem.itemImagePath; + } } public enum ItemIdEnum { + NONE = 0, STAR_SHARD = 1 } + +public static class ItemUtilities +{ + // THIS IS WHERE ALL THE ITEMS ARE DEFINED + public static Item GetItemFromId(ItemIdEnum itemId) + { + switch (itemId) + { + case ItemIdEnum.STAR_SHARD: + return new Item( + itemName: "Star Shard", + id: itemId, + maxStack: 10, + description: "A rare material that can only be found here in the valley.", + itemImagePath: "ItemSprites/starShard"); + } + + return new Item("", itemId, 0, "", "ItemSprites/noneItem"); ; + } +} \ No newline at end of file diff --git a/Assets/Scripts/PickupableItem.cs b/Assets/Scripts/PickupableItem.cs index 4ba85c4..7ed51ad 100644 --- a/Assets/Scripts/PickupableItem.cs +++ b/Assets/Scripts/PickupableItem.cs @@ -3,13 +3,21 @@ // this class is specifically referring to items in the world that can be picked up public class PickupableItem : Interactable { - public Item item; + public ItemIdEnum itemId; + public int quantity; + + private Item itemObj; + + private void Start() + { + itemObj = new Item(itemId); + Debug.Log(itemObj.itemName); + } public override void Interact() { - if (GameManager.Instance.Inventory.AddItem(item)) + if (GameManager.Instance.Inventory.AddItem(itemObj, quantity)) { - Debug.Log("Picked up " + item.itemName + "!"); MoveOutsideRange(); // I don't love this but if we destroy the object we probably need to do this first Destroy(gameObject); } @@ -17,7 +25,7 @@ public override void Interact() public override void MoveInsideRange() { - GameManager.Instance.DialogueManager.ShowItemText(item.itemName); + GameManager.Instance.DialogueManager.ShowItemText(itemObj.itemName); } public override void MoveOutsideRange() diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index 8b71efa..fa3e0d7 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -11,11 +11,14 @@ public class PlayerController : MonoBehaviour bool isDigging = false; Interactable nearestInteractable; + private CharacterController characterController; + private Vector3 moveDir; + private float gravity = 10; // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { - + characterController = GetComponent(); } // Update is called once per frame @@ -24,17 +27,30 @@ void Update() if (!isDigging) { RotatePlayerTowardMouse(); - Walk(); TryInteract(); } - + + Walk(); DigDetector(); } void Walk() { - transform.position += DougBody.transform.forward * Input.GetAxis("Vertical") * walkSpeed * Time.deltaTime; - transform.position += DougBody.transform.right * Input.GetAxis("Horizontal") * walkSpeed * Time.deltaTime; + moveDir = Vector3.zero; + + if (!characterController.isGrounded) + { + moveDir.y -= gravity * Time.deltaTime; + } + + if (!isDigging) + { + Vector3 verticalMovement = DougBody.transform.forward * Input.GetAxis("Vertical") * walkSpeed * Time.deltaTime; + Vector3 horizontalMovement = DougBody.transform.right * Input.GetAxis("Horizontal") * walkSpeed * Time.deltaTime; + moveDir += verticalMovement + horizontalMovement; + } + + characterController.Move(moveDir); } void DigDetector() @@ -93,7 +109,7 @@ private void OnTriggerExit(Collider other) Interactable interactable = other.GetComponent(); // store nearest interactable if it exists - if (interactable != null) + if (interactable != null && nearestInteractable != null) { nearestInteractable.MoveOutsideRange(); nearestInteractable = null; diff --git a/Assets/Scripts/StaticCamRoom.cs b/Assets/Scripts/StaticCamRoom.cs index 2f89f5b..3821e72 100644 --- a/Assets/Scripts/StaticCamRoom.cs +++ b/Assets/Scripts/StaticCamRoom.cs @@ -1,3 +1,6 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; using UnityEngine; public class StaticCamRoom : MonoBehaviour @@ -7,19 +10,22 @@ public class StaticCamRoom : MonoBehaviour public Transform[] objectsToHide; public float camZoom = 5f; - private void RoomEnter() + public void RoomEnter() { + StopAllCoroutines(); foreach (var obj in objectsToHide) { - obj.gameObject.SetActive(false); + StartCoroutine(FadeOutMaterial(0.5f, obj.gameObject)); } } - private void RoomExit() + public void RoomExit(List wallsToKeep) { + StopAllCoroutines(); foreach (var obj in objectsToHide) { - obj.gameObject.SetActive(true); + if (!wallsToKeep.Contains(obj)) + StartCoroutine(FadeInMaterial(0.5f, obj.gameObject)); } } @@ -30,7 +36,7 @@ private void OnTriggerEnter(Collider other) if (controller != null) { controller.SetCurrentPosition(camPosition.position, camZoom); - RoomEnter(); + controller.AddToRoomsActive(this); } } @@ -41,7 +47,37 @@ private void OnTriggerExit(Collider other) if (controller != null) { controller.ReturnCameraToHome(); - RoomExit(); + controller.RemoveFromRoomsActive(this); } } + + private IEnumerator FadeOutMaterial(float fadeSpeed, GameObject wallObj) + { + Renderer rend = wallObj.GetComponent(); + Color matColor = rend.material.color; + if (matColor.a > 1f) + matColor = new Color(matColor.r, matColor.g, matColor.b, 1f); + + while (rend.material.color.a > 0f) + { + matColor.a -= Time.deltaTime / fadeSpeed; + rend.material.color = matColor; + yield return null; + } + rend.material.color = new Color(matColor.r, matColor.g, matColor.b, 0f); + } + + private IEnumerator FadeInMaterial(float fadeSpeed, GameObject wallObj) + { + Renderer rend = wallObj.GetComponent(); + Color matColor = rend.material.color; + + while (rend.material.color.a < 1f) + { + matColor.a += Time.deltaTime / fadeSpeed; + rend.material.color = matColor; + yield return null; + } + rend.material.color = new Color(matColor.r, matColor.g, matColor.b, 1f); + } } diff --git a/Assets/TestItem.prefab b/Assets/TestItem.prefab index 8cdf177..e6feabf 100644 --- a/Assets/TestItem.prefab +++ b/Assets/TestItem.prefab @@ -12,7 +12,6 @@ GameObject: - component: {fileID: 4819581479575965518} - component: {fileID: 1199667423908831825} - component: {fileID: 3187412546555382564} - - component: {fileID: 7967411503437802021} - component: {fileID: 7654873247549649761} m_Layer: 0 m_Name: TestItem @@ -91,6 +90,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_MaskInteraction: 0 m_AdditionalVertexStreams: {fileID: 0} --- !u!114 &3187412546555382564 MonoBehaviour: @@ -104,22 +104,8 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: e3bb397f7c2c8ee47bc71df7f8d491bf, type: 3} m_Name: m_EditorClassIdentifier: - item: {fileID: 7967411503437802021} ---- !u!114 &7967411503437802021 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 9072044991579024645} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: aa43c795f1a58fa4785593558036d0b3, type: 3} - m_Name: - m_EditorClassIdentifier: - itemName: Star Shard - id: 1 - maxStack: 10 + itemId: 1 + quantity: 1 --- !u!135 &7654873247549649761 SphereCollider: m_ObjectHideFlags: 0 diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index e36a25f..7542224 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -5,6 +5,7 @@ TagManager: serializedVersion: 3 tags: - Shovel + - InventorySlots layers: - Default - TransparentFX