stack item pickup (in progress), throwable hand consumes items, spawnable objects tied to item definitions
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@@ -35,18 +35,26 @@ private void Update()
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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, int quantity)
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{
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int curQuantity = quantity;
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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].item == item.id && itemSlots[i].quantity < item.maxStack)
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if (itemSlots[i].item == item.id && itemSlots[i].quantity + 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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else if (itemSlots[i].item == item.id)
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{
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curQuantity = quantity - (item.maxStack - itemSlots[i].quantity);
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itemSlots[i].quantity = item.maxStack;
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if (curQuantity <= 0)
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return true;
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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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@@ -56,7 +64,7 @@ public bool AddItem(Item item, int quantity)
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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].quantity = curQuantity;
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itemSlots[i].item = item.id;
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return true;
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}
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@@ -88,6 +96,7 @@ public bool RemoveItemQuantity(ItemIdEnum itemId, int quantity)
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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].item = ItemIdEnum.NONE;
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itemSlots[i].quantity = 0;
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break;
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}
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else
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@@ -17,6 +17,7 @@ public class GameManager : MonoBehaviour
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public MenuController MenuController { get; private set; }
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public SoundSettingManager SoundSettingManager { get; private set; }
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public PlayerController PlayerController { get; private set; }
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public ItemInstantiationManager ItemInstantiationManager { get; private set; }
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public Image BlackScreen { get; private set; }
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// Are we currently in a scene transition?
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@@ -59,6 +60,7 @@ private void ReloadReferences()
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Instance.Inventory = GetComponent<Inventory>();
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Instance.TimeManager = GetComponent<TimeManager>();
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Instance.PlayerManager = GetComponent<PlayerManager>();
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Instance.ItemInstantiationManager = GetComponent<ItemInstantiationManager>();
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Instance.SoundSettingManager = GetComponent<SoundSettingManager>();
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Instance.SoundSettingManager.ReloadReferences();
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@@ -0,0 +1,35 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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public class ItemInstantiationManager : MonoBehaviour
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{
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private Dictionary<ItemIdEnum, GameObject> spawnablePrefabs = new Dictionary<ItemIdEnum, GameObject>();
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private void Awake()
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{
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LoadSpawnablePrefabs();
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}
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private void LoadSpawnablePrefabs()
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{
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foreach (ItemIdEnum itemId in Enum.GetValues(typeof(ItemIdEnum)))
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{
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Item item = ItemUtilities.GetItemFromId(itemId);
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if (item.throwable)
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{
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GameObject prefab = Resources.Load<GameObject>($"SpawnablePrefabs/ID_{itemId.ToString()}");
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if (prefab != null)
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{
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spawnablePrefabs.Add(itemId, prefab);
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}
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}
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}
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}
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public GameObject GetThrowablePrefab(ItemIdEnum itemId)
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{
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return spawnablePrefabs[itemId];
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}
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}
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fileFormatVersion: 2
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guid: f2dcea982e135f3448df561481c5fea7
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@@ -255,14 +255,14 @@ void RotatePlayerTowardMouse()
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Vector3 targetPoint;
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// 1. Try real world hit first (most stable)
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if (Physics.Raycast(ray, out RaycastHit hit, 1000f))
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// Try real world hit first (most stable), ignoring Dither layer
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if (Physics.Raycast(ray, out RaycastHit hit, 1000f, ~LayerMask.GetMask("Dither")))
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{
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targetPoint = hit.point;
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}
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else
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{
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// 2. Fallback to plane at player height
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// Fallback to plane at player height
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Plane plane = new Plane(Vector3.up, DougBody.transform.position);
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if (!plane.Raycast(ray, out float enter))
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@@ -8,7 +8,8 @@ public class ThrowableHand : Tool
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public float range;
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public float forceModifier;
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public float loft;
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public GameObject testBomb;
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public ItemIdEnum activeThrowable;
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private int activeThrowableIndex;
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// Mathematical plane used to catch the raycast from camera to get direction for
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// looking at the mouse
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@@ -89,20 +90,64 @@ private void DrawTargetProjection()
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targetProjection.transform.position = finalPosition;
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}
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private ItemIdEnum GetNextThrowable()
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{
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||||
// Use active throwable index to let us continue to search for throwables
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if (activeThrowableIndex >= GameManager.Instance.Inventory.itemSlots.Length)
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activeThrowableIndex = 0;
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// Search starting at throwable index
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||||
for (int i = activeThrowableIndex; i < GameManager.Instance.Inventory.itemSlots.Length; i++)
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{
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||||
if (ItemUtilities.GetItemFromId(GameManager.Instance.Inventory.itemSlots[i].item).throwable)
|
||||
{
|
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activeThrowableIndex = i;
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return GameManager.Instance.Inventory.itemSlots[i].item;
|
||||
}
|
||||
}
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||||
|
||||
// Wrap back around to 0 if we didn't find anything
|
||||
for (int i = 0; i < activeThrowableIndex; i++)
|
||||
{
|
||||
if (ItemUtilities.GetItemFromId(GameManager.Instance.Inventory.itemSlots[i].item).throwable)
|
||||
{
|
||||
activeThrowableIndex = i;
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return GameManager.Instance.Inventory.itemSlots[i].item;
|
||||
}
|
||||
}
|
||||
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||||
// We have no throwable items...
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||||
activeThrowableIndex = 0;
|
||||
return ItemIdEnum.NONE;
|
||||
}
|
||||
|
||||
public override void Use()
|
||||
{
|
||||
GameObject newBomb = Instantiate(testBomb);
|
||||
newBomb.transform.position = transform.position;
|
||||
if (activeThrowable == ItemIdEnum.NONE)
|
||||
{
|
||||
activeThrowable = GetNextThrowable();
|
||||
}
|
||||
|
||||
if (activeThrowable != ItemIdEnum.NONE && GameManager.Instance.Inventory.GetItemQuantity(activeThrowable) > 0)
|
||||
{
|
||||
GameObject throwable = Instantiate(GameManager.Instance.ItemInstantiationManager.GetThrowablePrefab(activeThrowable));
|
||||
|
||||
if (throwable != null)
|
||||
{
|
||||
throwable.transform.position = transform.position;
|
||||
|
||||
Vector3 direction = transform.forward * throwForce * forceModifier;
|
||||
direction += GameManager.Instance.PlayerController.GetVelocity();
|
||||
direction.y = loft;
|
||||
|
||||
newBomb.GetComponent<Rigidbody>().AddForce(direction, ForceMode.Impulse);
|
||||
throwable.GetComponent<Rigidbody>().AddForce(direction, ForceMode.Impulse);
|
||||
GameManager.Instance.Inventory.RemoveItemQuantity(activeThrowable, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void UseAlt()
|
||||
{
|
||||
throw new System.NotImplementedException();
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||||
activeThrowable = GetNextThrowable();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -9,14 +9,16 @@ public class Item
|
||||
public int maxStack = 10;
|
||||
public string description = "";
|
||||
public string itemImagePath = "";
|
||||
public bool throwable = false;
|
||||
|
||||
public Item(string itemName, ItemIdEnum id, int maxStack, string description, string itemImagePath)
|
||||
public Item(string itemName, ItemIdEnum id, int maxStack, string description, string itemImagePath, bool throwable = false)
|
||||
{
|
||||
this.itemName = itemName;
|
||||
this.id = id;
|
||||
this.maxStack = maxStack;
|
||||
this.description = description;
|
||||
this.itemImagePath = itemImagePath;
|
||||
this.throwable = throwable;
|
||||
}
|
||||
|
||||
public Item(ItemIdEnum id)
|
||||
@@ -28,15 +30,18 @@ public Item(ItemIdEnum id)
|
||||
this.maxStack = newItem.maxStack;
|
||||
this.description = newItem.description;
|
||||
this.itemImagePath= newItem.itemImagePath;
|
||||
this.throwable = newItem.throwable;
|
||||
}
|
||||
}
|
||||
|
||||
public enum ItemIdEnum
|
||||
{
|
||||
NONE = 0,
|
||||
STAR_SHARD = 1
|
||||
STAR_SHARD = 1,
|
||||
DYNAMITE = 2
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public static class ItemUtilities
|
||||
{
|
||||
// THIS IS WHERE ALL THE ITEMS ARE DEFINED
|
||||
@@ -50,9 +55,19 @@ public static Item GetItemFromId(ItemIdEnum itemId)
|
||||
id: itemId,
|
||||
maxStack: 10,
|
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description: "A rare material that can only be found here in the valley.",
|
||||
itemImagePath: "ItemSprites/starShard");
|
||||
itemImagePath: "ItemSprites/starShard",
|
||||
false);
|
||||
|
||||
case ItemIdEnum.DYNAMITE:
|
||||
return new Item(
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itemName: "Dynamite",
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||||
id: itemId,
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||||
maxStack: 10,
|
||||
description: "A throwable red stick that goes BOOM (after a short time).",
|
||||
itemImagePath: "ItemSprites/dynamite",
|
||||
true);
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||||
}
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||||
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||||
return new Item("", itemId, 0, "", "ItemSprites/noneItem"); ;
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||||
return new Item("", itemId, 0, "", "ItemSprites/noneItem");
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}
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}
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+2
-2
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RenderType: Opaque
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disabledShaderPasses:
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- MOTIONVECTORS
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m_EditorClassIdentifier: Unity.RenderPipelines.Universal.Editor::UnityEditor.Rendering.Universal.AssetVersion
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Reference in New Issue
Block a user