add basic inventory, fading walls
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@@ -1,138 +0,0 @@
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using System.Collections.Generic;
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using UnityEngine;
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public class Inventory : MonoBehaviour
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{
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public ItemSlot[] itemSlots;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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// we'll set this up to only try to add one item to the inventory at a time for now
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// there won't be stacked items in the wild for right now
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public bool AddItem(Item item)
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{
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// first try to stack
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for (int i = 0; i < itemSlots.Length; i++)
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if (itemSlots[i] != null)
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{
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if (itemSlots[i].item == item.id && itemSlots[i].quantity < item.maxStack)
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{
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itemSlots[i].quantity += 1;
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return true;
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}
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}
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}
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// no stack to add to, try to find an empty slot
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for (int i = 0; i < itemSlots.Length; i++)
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{
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if (itemSlots[i] == null)
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{
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itemSlots[i] = new ItemSlot();
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itemSlots[i].quantity = 1;
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itemSlots[i].item = item.id;
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return true;
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}
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}
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// no open slots, no open stacks, we can't add the item
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return false;
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}
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public bool RemoveItemQuantity(ItemIdEnum itemId, int quantity)
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{
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if (GetItemQuantity(itemId) >= quantity)
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{
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int currentQuantity = quantity;
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if (itemSlots[i] != null && itemSlots[i].item == itemId)
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{
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// we are trying to remove less items than what exists in the current
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// stack, so just subtract from the stack
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if (currentQuantity < itemSlots[i].quantity)
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{
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itemSlots[i].quantity -= currentQuantity;
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break;
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}
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else if (currentQuantity == itemSlots[i].quantity)
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{
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// we have exactly enough in the current slot, so nullify it and
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// exit
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itemSlots[i] = null;
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break;
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}
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else
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{
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// we don't have enough in the stack, but we DO have enough in our
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// inventory. nullify the stack, subtract that number from the current
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// count, and move to the next item
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currentQuantity -= itemSlots[i].quantity;
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itemSlots[i] = null;
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}
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}
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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public int GetItemQuantity(ItemIdEnum itemId)
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{
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int itemCount = 0;
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foreach (ItemSlot slot in itemSlots)
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{
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if (slot != null && slot.item == itemId)
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{
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itemCount += slot.quantity;
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}
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}
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return itemCount;
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}
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#region Inventory Save/Load
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public void SaveInventory(ref InventorySaveData data)
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{
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data.itemSlots = itemSlots;
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}
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public void LoadInventory(InventorySaveData data)
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{
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if (data.itemSlots != null)
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{
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itemSlots = data.itemSlots;
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}
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else
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{
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Debug.Log("new slots");
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itemSlots = new ItemSlot[8];
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}
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}
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#endregion
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}
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[System.Serializable]
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public class ItemSlot
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{
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public int quantity;
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public ItemIdEnum item;
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}
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[System.Serializable]
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public struct InventorySaveData
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public ItemSlot[] itemSlots;
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}
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||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 4
|
||||
buildTarget: Standalone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
customData:
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 5e97eb03825dee720800000000000000
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
spriteCustomMetadata:
|
||||
entries: []
|
||||
nameFileIdTable: {}
|
||||
mipmapLimitGroupName:
|
||||
pSDRemoveMatte: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+5624
-68
File diff suppressed because it is too large
Load Diff
@@ -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<StaticCamRoom> 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<Transform> wallsToKeep = new List<Transform>();
|
||||
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<Camera>();
|
||||
roomsActive = new List<StaticCamRoom>();
|
||||
ReturnCameraToHome();
|
||||
}
|
||||
|
||||
|
||||
@@ -19,13 +19,14 @@ private void Awake()
|
||||
else
|
||||
{
|
||||
Instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
|
||||
DialogueManager = GetComponent<DialogueManager>();
|
||||
Inventory = GetComponent<Inventory>();
|
||||
|
||||
SaveSystem.Load();
|
||||
}
|
||||
|
||||
DontDestroyOnLoad(gameObject);
|
||||
|
||||
DialogueManager = GetComponent<DialogueManager>();
|
||||
Inventory = GetComponent<Inventory>();
|
||||
SaveSystem.Load();
|
||||
SaveSystem.Save(); // save off any corruption fixes
|
||||
}
|
||||
|
||||
#region Storybool Save/Load
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c43e00cda947506459d64184fe41f882
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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<InventorySlotUI>();
|
||||
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;
|
||||
}
|
||||
@@ -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<ItemSlotUI>();
|
||||
itemNameUI = GetComponentInChildren<ItemNameUI>();
|
||||
itemDescriptionUI = GetComponentInChildren<ItemDescriptionUI>();
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6035a8fed1049624f8d8077553b85847
|
||||
@@ -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<TextMeshProUGUI>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
text.text = descriptionText;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bd581500fc7211347bbe165c6ea8d780
|
||||
@@ -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<TextMeshProUGUI>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
text.text = nameText;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 798c4437c91e97b43893dcdfeb918617
|
||||
@@ -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<Image>()[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<Sprite>(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 = "";
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 26900fa2242c1514fb991ab59cf5f883
|
||||
+45
-1
@@ -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"); ;
|
||||
}
|
||||
}
|
||||
@@ -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()
|
||||
|
||||
@@ -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<CharacterController>();
|
||||
}
|
||||
|
||||
// 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<Interactable>();
|
||||
|
||||
// store nearest interactable if it exists
|
||||
if (interactable != null)
|
||||
if (interactable != null && nearestInteractable != null)
|
||||
{
|
||||
nearestInteractable.MoveOutsideRange();
|
||||
nearestInteractable = null;
|
||||
|
||||
@@ -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<Transform> 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<Renderer>();
|
||||
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<Renderer>();
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
+3
-17
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user