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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{
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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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for (int i = 0; i < itemSlots.Length; i++)
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{
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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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{
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public ItemSlot[] itemSlots;
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}
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mipmaps:
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linearTexture: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapsPreserveCoverage: 0
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alphaTestReferenceValue: 0.5
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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bumpmap:
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externalNormalMap: 0
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streamingMipmaps: 0
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streamingMipmapsPriority: 0
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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swizzle: 50462976
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cookieLightType: 0
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platformSettings:
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buildTarget: DefaultTexturePlatform
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: Standalone
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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ignorePlatformSupport: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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spriteSheet:
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serializedVersion: 2
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sprites: []
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outline: []
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customData:
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physicsShape: []
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bones: []
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spriteID: 5e97eb03825dee720800000000000000
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internalID: 0
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indices:
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edges: []
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weights: []
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secondaryTextures: []
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spriteCustomMetadata:
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entries: []
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nameFileIdTable: {}
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mipmapLimitGroupName:
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pSDRemoveMatte: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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+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;
|
using UnityEngine;
|
||||||
|
|
||||||
public class CameraController : MonoBehaviour
|
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 isTracking = false; // don't track when parented
|
||||||
private bool returningHome = false; // cam is on its way home
|
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 Transform playerCamHome; // camera's home base
|
||||||
public GameObject cameraObj;
|
public GameObject cameraObj;
|
||||||
@@ -14,29 +18,72 @@ public class CameraController : MonoBehaviour
|
|||||||
|
|
||||||
private Vector3 currentCamPosition;
|
private Vector3 currentCamPosition;
|
||||||
private float desiredCamSize;
|
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)
|
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;
|
isTracking = true;
|
||||||
returningHome = false;
|
returningHome = false;
|
||||||
cameraObj.transform.parent = null;
|
|
||||||
this.currentCamPosition = currentCamPosition;
|
this.currentCamPosition = currentCamPosition;
|
||||||
this.desiredCamSize = desiredCamSize;
|
this.desiredCamSize = desiredCamSize;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void ReturnCameraToHome()
|
public void ReturnCameraToHome()
|
||||||
{
|
{
|
||||||
|
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;
|
||||||
|
|
||||||
|
float distanceToMove = Vector3.Distance(this.currentCamPosition, playerCamHome.position);
|
||||||
|
float amountToZoom = Mathf.Abs(this.desiredCamSize - baseCamSize);
|
||||||
|
moveSpeed = distanceToMove / camMovementTime;
|
||||||
|
zoomSpeed = amountToZoom / camMovementTime;
|
||||||
|
|
||||||
isTracking = false;
|
isTracking = false;
|
||||||
returningHome = true;
|
returningHome = true;
|
||||||
|
|
||||||
currentCamPosition = playerCamHome.position;
|
currentCamPosition = playerCamHome.position;
|
||||||
desiredCamSize = baseCamSize;
|
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
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
cameraComponent = cameraObj.GetComponent<Camera>();
|
cameraComponent = cameraObj.GetComponent<Camera>();
|
||||||
|
roomsActive = new List<StaticCamRoom>();
|
||||||
ReturnCameraToHome();
|
ReturnCameraToHome();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -19,13 +19,14 @@ private void Awake()
|
|||||||
else
|
else
|
||||||
{
|
{
|
||||||
Instance = this;
|
Instance = this;
|
||||||
|
}
|
||||||
|
|
||||||
DontDestroyOnLoad(gameObject);
|
DontDestroyOnLoad(gameObject);
|
||||||
|
|
||||||
DialogueManager = GetComponent<DialogueManager>();
|
DialogueManager = GetComponent<DialogueManager>();
|
||||||
Inventory = GetComponent<Inventory>();
|
Inventory = GetComponent<Inventory>();
|
||||||
|
|
||||||
SaveSystem.Load();
|
SaveSystem.Load();
|
||||||
}
|
SaveSystem.Save(); // save off any corruption fixes
|
||||||
}
|
}
|
||||||
|
|
||||||
#region Storybool Save/Load
|
#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;
|
using UnityEngine;
|
||||||
|
|
||||||
// This is the actual ITEM data structure for keeping track of inventory/item actions
|
// 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 string itemName;
|
||||||
public ItemIdEnum id;
|
public ItemIdEnum id;
|
||||||
public int maxStack = 10;
|
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
|
public enum ItemIdEnum
|
||||||
{
|
{
|
||||||
|
NONE = 0,
|
||||||
STAR_SHARD = 1
|
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
|
// this class is specifically referring to items in the world that can be picked up
|
||||||
public class PickupableItem : Interactable
|
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()
|
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
|
MoveOutsideRange(); // I don't love this but if we destroy the object we probably need to do this first
|
||||||
Destroy(gameObject);
|
Destroy(gameObject);
|
||||||
}
|
}
|
||||||
@@ -17,7 +25,7 @@ public override void Interact()
|
|||||||
|
|
||||||
public override void MoveInsideRange()
|
public override void MoveInsideRange()
|
||||||
{
|
{
|
||||||
GameManager.Instance.DialogueManager.ShowItemText(item.itemName);
|
GameManager.Instance.DialogueManager.ShowItemText(itemObj.itemName);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void MoveOutsideRange()
|
public override void MoveOutsideRange()
|
||||||
|
|||||||
@@ -11,11 +11,14 @@ public class PlayerController : MonoBehaviour
|
|||||||
bool isDigging = false;
|
bool isDigging = false;
|
||||||
|
|
||||||
Interactable nearestInteractable;
|
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
|
// Start is called once before the first execution of Update after the MonoBehaviour is created
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
characterController = GetComponent<CharacterController>();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
@@ -24,17 +27,30 @@ void Update()
|
|||||||
if (!isDigging)
|
if (!isDigging)
|
||||||
{
|
{
|
||||||
RotatePlayerTowardMouse();
|
RotatePlayerTowardMouse();
|
||||||
Walk();
|
|
||||||
TryInteract();
|
TryInteract();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Walk();
|
||||||
DigDetector();
|
DigDetector();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Walk()
|
void Walk()
|
||||||
{
|
{
|
||||||
transform.position += DougBody.transform.forward * Input.GetAxis("Vertical") * walkSpeed * Time.deltaTime;
|
moveDir = Vector3.zero;
|
||||||
transform.position += DougBody.transform.right * Input.GetAxis("Horizontal") * walkSpeed * Time.deltaTime;
|
|
||||||
|
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()
|
void DigDetector()
|
||||||
@@ -93,7 +109,7 @@ private void OnTriggerExit(Collider other)
|
|||||||
Interactable interactable = other.GetComponent<Interactable>();
|
Interactable interactable = other.GetComponent<Interactable>();
|
||||||
|
|
||||||
// store nearest interactable if it exists
|
// store nearest interactable if it exists
|
||||||
if (interactable != null)
|
if (interactable != null && nearestInteractable != null)
|
||||||
{
|
{
|
||||||
nearestInteractable.MoveOutsideRange();
|
nearestInteractable.MoveOutsideRange();
|
||||||
nearestInteractable = null;
|
nearestInteractable = null;
|
||||||
|
|||||||
@@ -1,3 +1,6 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class StaticCamRoom : MonoBehaviour
|
public class StaticCamRoom : MonoBehaviour
|
||||||
@@ -7,19 +10,22 @@ public class StaticCamRoom : MonoBehaviour
|
|||||||
public Transform[] objectsToHide;
|
public Transform[] objectsToHide;
|
||||||
public float camZoom = 5f;
|
public float camZoom = 5f;
|
||||||
|
|
||||||
private void RoomEnter()
|
public void RoomEnter()
|
||||||
{
|
{
|
||||||
|
StopAllCoroutines();
|
||||||
foreach (var obj in objectsToHide)
|
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)
|
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)
|
if (controller != null)
|
||||||
{
|
{
|
||||||
controller.SetCurrentPosition(camPosition.position, camZoom);
|
controller.SetCurrentPosition(camPosition.position, camZoom);
|
||||||
RoomEnter();
|
controller.AddToRoomsActive(this);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -41,7 +47,37 @@ private void OnTriggerExit(Collider other)
|
|||||||
if (controller != null)
|
if (controller != null)
|
||||||
{
|
{
|
||||||
controller.ReturnCameraToHome();
|
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: 4819581479575965518}
|
||||||
- component: {fileID: 1199667423908831825}
|
- component: {fileID: 1199667423908831825}
|
||||||
- component: {fileID: 3187412546555382564}
|
- component: {fileID: 3187412546555382564}
|
||||||
- component: {fileID: 7967411503437802021}
|
|
||||||
- component: {fileID: 7654873247549649761}
|
- component: {fileID: 7654873247549649761}
|
||||||
m_Layer: 0
|
m_Layer: 0
|
||||||
m_Name: TestItem
|
m_Name: TestItem
|
||||||
@@ -91,6 +90,7 @@ MeshRenderer:
|
|||||||
m_SortingLayerID: 0
|
m_SortingLayerID: 0
|
||||||
m_SortingLayer: 0
|
m_SortingLayer: 0
|
||||||
m_SortingOrder: 0
|
m_SortingOrder: 0
|
||||||
|
m_MaskInteraction: 0
|
||||||
m_AdditionalVertexStreams: {fileID: 0}
|
m_AdditionalVertexStreams: {fileID: 0}
|
||||||
--- !u!114 &3187412546555382564
|
--- !u!114 &3187412546555382564
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
@@ -104,22 +104,8 @@ MonoBehaviour:
|
|||||||
m_Script: {fileID: 11500000, guid: e3bb397f7c2c8ee47bc71df7f8d491bf, type: 3}
|
m_Script: {fileID: 11500000, guid: e3bb397f7c2c8ee47bc71df7f8d491bf, type: 3}
|
||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
item: {fileID: 7967411503437802021}
|
itemId: 1
|
||||||
--- !u!114 &7967411503437802021
|
quantity: 1
|
||||||
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
|
|
||||||
--- !u!135 &7654873247549649761
|
--- !u!135 &7654873247549649761
|
||||||
SphereCollider:
|
SphereCollider:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
|||||||
@@ -5,6 +5,7 @@ TagManager:
|
|||||||
serializedVersion: 3
|
serializedVersion: 3
|
||||||
tags:
|
tags:
|
||||||
- Shovel
|
- Shovel
|
||||||
|
- InventorySlots
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
|
|||||||
Reference in New Issue
Block a user