Amel
4 年前
当前提交
90998767
共有 288 个文件被更改,包括 6434 次插入 和 651 次删除
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42UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-Assets-Shared.asset
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98UOP1_Project/Assets/AddressableAssetsData/AssetGroups/Localization-StringTables.asset
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13UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab
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632UOP1_Project/Assets/Scenes/Examples/CutsceneExample.unity
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944UOP1_Project/Assets/Scenes/TestingGround.unity
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17UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/CharacterCustomization.asset
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17UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Dish.asset
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17UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Ingredient.asset
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17UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Utensil.asset
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4UOP1_Project/Assets/Scripts/Dialogues/DialogueManager.cs
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2UOP1_Project/Assets/Scripts/Inventory/InventoryController.cs
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2UOP1_Project/Assets/Scripts/Inventory/ItemInstance.cs
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19UOP1_Project/Assets/Scripts/Inventory/ItemStack.cs
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31UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/Inventory.cs
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32UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/Item.cs
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46UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/ItemType.cs
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49UOP1_Project/Assets/Scripts/UI/UIManager.cs
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1UOP1_Project/Packages/manifest.json
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6UOP1_Project/Packages/packages-lock.json
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2UOP1_Project/ProjectSettings/EditorBuildSettings.asset
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8UOP1_Project/Assets/Art/UI.meta
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8UOP1_Project/Assets/Inventory.meta
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8UOP1_Project/Assets/Localization Files/Asset Tables/Buttons.meta
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8UOP1_Project/Assets/Localization Files/Asset Tables/Dialogue System.meta
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8UOP1_Project/Assets/Localization Files/Asset Tables/Inventory.meta
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8UOP1_Project/Assets/Localization Files/Asset Tables/Recipes.meta
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8UOP1_Project/Assets/Localization Files/Asset Tables/Scene Names.meta
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109UOP1_Project/Assets/Prefabs/Items/Salad.prefab
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7UOP1_Project/Assets/Prefabs/Items/Salad.prefab.meta
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8UOP1_Project/Assets/Prefabs/UI.meta
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8UOP1_Project/Assets/Samples.meta
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911UOP1_Project/Assets/Scenes/Examples/Cutscenes.unity
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1001UOP1_Project/Assets/Scenes/Examples/Inventory scene.unity
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7UOP1_Project/Assets/Scenes/Examples/Inventory scene.unity.meta
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927UOP1_Project/Assets/Scenes/UI Scene.unity
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7UOP1_Project/Assets/Scenes/UI Scene.unity.meta
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30UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Recipe.asset
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8UOP1_Project/Assets/ScriptableObjects/Inventory/ItemTypes/Recipe.asset.meta
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8UOP1_Project/Assets/ScriptableObjects/Inventory/ScriptableObjects.meta
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8UOP1_Project/Assets/ScriptableObjects/Inventory/tabType.meta
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8UOP1_Project/Assets/Scripts/Events/ScriptableObjects/UI.meta
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45UOP1_Project/Assets/Scripts/Inventory/CollectibleItem.cs
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11UOP1_Project/Assets/Scripts/Inventory/CollectibleItem.cs.meta
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355UOP1_Project/Assets/Scripts/Inventory/InventoryFiller.cs
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11UOP1_Project/Assets/Scripts/Inventory/InventoryFiller.cs.meta
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87UOP1_Project/Assets/Scripts/Inventory/InventoryItemFiller.cs
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11UOP1_Project/Assets/Scripts/Inventory/InventoryItemFiller.cs.meta
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153UOP1_Project/Assets/Scripts/Inventory/InventoryManager.cs
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11UOP1_Project/Assets/Scripts/Inventory/InventoryManager.cs.meta
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16UOP1_Project/Assets/Scripts/Inventory/ItemPicker.cs
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11UOP1_Project/Assets/Scripts/Inventory/ItemPicker.cs.meta
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26UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/InventoryTabType.cs
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11UOP1_Project/Assets/Scripts/Inventory/ScriptableObjects/InventoryTabType.cs.meta
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26UOP1_Project/Assets/Scripts/UI/CookingInventoryInspectorFiller.cs
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11UOP1_Project/Assets/Scripts/UI/CookingInventoryInspectorFiller.cs.meta
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24UOP1_Project/Assets/Scripts/UI/IngredientFiller.cs
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11UOP1_Project/Assets/Scripts/UI/IngredientFiller.cs.meta
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26UOP1_Project/Assets/Scripts/UI/InspectorDescriptionFiller.cs
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11UOP1_Project/Assets/Scripts/UI/InspectorDescriptionFiller.cs.meta
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42UOP1_Project/Assets/Scripts/UI/InspectorFiller.cs
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11UOP1_Project/Assets/Scripts/UI/InspectorFiller.cs.meta
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22UOP1_Project/Assets/Scripts/UI/InspectorPreviewFiller.cs
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11UOP1_Project/Assets/Scripts/UI/InspectorPreviewFiller.cs.meta
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35UOP1_Project/Assets/Scripts/UI/InventoryButtonFiller.cs
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11UOP1_Project/Assets/Scripts/UI/InventoryButtonFiller.cs.meta
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27UOP1_Project/Assets/Scripts/UI/InventoryTypeTabFiller.cs
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11UOP1_Project/Assets/Scripts/UI/InventoryTypeTabFiller.cs.meta
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59UOP1_Project/Assets/Scripts/UI/InventoryTypeTabsFiller.cs
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11UOP1_Project/Assets/Scripts/UI/InventoryTypeTabsFiller.cs.meta
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59UOP1_Project/Assets/Scripts/UI/RecipeIngredientsFiller.cs
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11UOP1_Project/Assets/Scripts/UI/RecipeIngredientsFiller.cs.meta
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25UOP1_Project/Assets/Scripts/UI/SimpleInventoryInspectorFiller.cs
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11UOP1_Project/Assets/Scripts/UI/SimpleInventoryInspectorFiller.cs.meta
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15UOP1_Project/Assets/Art/UI/Rounded BG.png
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92UOP1_Project/Assets/Art/UI/Rounded BG.png.meta
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9UOP1_Project/Assets/Art/UI/Rounded Filled BG.png
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92UOP1_Project/Assets/Art/UI/Rounded Filled BG.png.meta
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4UOP1_Project/Assets/Art/UI/Rounded Filled Scroll Horizontal.png
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92UOP1_Project/Assets/Art/UI/Rounded Filled Scroll Horizontal.png.meta
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3UOP1_Project/Assets/Art/UI/Rounded Filled Scroll Vertical.png
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92UOP1_Project/Assets/Art/UI/Rounded Filled Scroll Vertical.png.meta
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20UOP1_Project/Assets/Art/UI/Rounded thick border BG for Tab.png
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116UOP1_Project/Assets/Art/UI/Rounded thick border BG for Tab.png.meta
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13UOP1_Project/Assets/Art/UI/Rounded thick border BG.png
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116UOP1_Project/Assets/Art/UI/Rounded thick border BG.png.meta
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8UOP1_Project/Assets/Art/UI/Slightly Rounded Filled BG.png
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116UOP1_Project/Assets/Art/UI/Slightly Rounded Filled BG.png.meta
944
UOP1_Project/Assets/Scenes/TestingGround.unity
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文件差异内容过多而无法显示
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public class ItemStack |
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using System; |
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using UnityEngine; |
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[Serializable] |
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public class ItemStack |
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public Item Item { get; } |
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[SerializeField] |
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private Item _item; |
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public int Amount { get; set; } |
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public Item Item => _item; |
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public int Amount; |
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public ItemStack() |
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{ |
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_item = null; |
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Amount = 0; |
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} |
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Item = item; |
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_item = item; |
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Amount = amount; |
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} |
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} |
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using UnityEngine; |
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using UnityEngine.Localization; |
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public enum itemInventoryType |
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{ |
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recipe, |
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utensil, |
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ingredient, |
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customisation, |
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dish, |
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} |
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public enum ItemInventoryActionType |
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{ |
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cook, |
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use, |
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equip, |
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doNothing |
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} |
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private string _actionName = default; |
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private LocalizedString _actionName; |
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public string ActionName => _actionName; |
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[Tooltip("The action associated with the item type")] |
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[SerializeField] |
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private LocalizedString _typeName; |
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[Tooltip("The Item's background color in the UI")] |
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[SerializeField] private Color _typeColor; |
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[Tooltip("The Item's type")] |
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[SerializeField] private itemInventoryType _type; |
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[Tooltip("The Item's action type")] |
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[SerializeField] private ItemInventoryActionType _actionType; |
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[Tooltip("The tab type under which the item will be added")] |
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[SerializeField] private InventoryTabType _tabType; |
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public LocalizedString ActionName => _actionName; |
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public LocalizedString TypeName => _typeName; |
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public Color TypeColor => _typeColor; |
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public ItemInventoryActionType ActionType => _actionType; |
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public itemInventoryType Type => _type; |
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public InventoryTabType TabType => _tabType; |
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} |
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UOP1_Project/Assets/Scenes/Examples/Inventory scene.unity
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文件差异内容过多而无法显示
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using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
public class CollectibleItem : MonoBehaviour |
|||
{ |
|||
|
|||
[SerializeField] |
|||
private Item currentItem; |
|||
|
|||
[SerializeField] |
|||
private SpriteRenderer[] itemImages; |
|||
private void Start() |
|||
{ |
|||
SetItem(); |
|||
} |
|||
|
|||
public void PickedItem() |
|||
{ |
|||
|
|||
|
|||
} |
|||
|
|||
//this function is only for testing
|
|||
public void SetItem() |
|||
{ |
|||
for (int i = 0; i < itemImages.Length; i++) |
|||
{ |
|||
itemImages[i].sprite = currentItem.PreviewImage; |
|||
} |
|||
|
|||
} |
|||
public void OnTriggerEnter(Collider other) |
|||
{ |
|||
if (other.tag == "Player") |
|||
{ |
|||
if (other.gameObject.GetComponent<ItemPicker>()) |
|||
{ |
|||
|
|||
other.gameObject.GetComponent<ItemPicker>().PickItem(currentItem); |
|||
|
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} |
|||
|
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} |
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} |
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} |
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assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class InventoryFiller : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
private Inventory currentInventory; |
|||
[SerializeField] |
|||
private InventoryItemFiller itemPrefab; |
|||
[SerializeField] |
|||
private GameObject contentParent; |
|||
|
|||
[SerializeField] |
|||
private InspectorFiller inspectorFiller; |
|||
|
|||
[SerializeField] |
|||
private InventoryTypeTabsFiller tabFiller; |
|||
|
|||
[SerializeField] |
|||
private InventoryButtonFiller buttonFiller; |
|||
|
|||
InventoryTabType selectedTabType; |
|||
[SerializeField] |
|||
List<InventoryTabType> tabTypesList = new List<InventoryTabType>(); |
|||
|
|||
private int selectedItemId = -1; |
|||
|
|||
private List<InventoryItemFiller> instantiatedGameObjects; |
|||
|
|||
|
|||
public ItemEvent CookRecipeEvent; |
|||
public ItemEvent UseItemEvent; |
|||
public ItemEvent EquipItemEvent; |
|||
|
|||
public TabTypeEvent ChangeTabEvent; |
|||
|
|||
public ItemEvent SelectItemEvent; |
|||
|
|||
public VoidGameEvent ActionButtonClicked; |
|||
|
|||
private void OnEnable() |
|||
{ |
|||
//Check if the event exists to avoid errors
|
|||
if (ActionButtonClicked != null) |
|||
{ |
|||
ActionButtonClicked.eventRaised += ActionButtonEventRaised; |
|||
} |
|||
if (ChangeTabEvent != null) |
|||
{ |
|||
ChangeTabEvent.eventRaised += ChangeTabEventRaised; |
|||
} |
|||
if (SelectItemEvent != null) |
|||
{ |
|||
SelectItemEvent.eventRaised += InspectItem; |
|||
} |
|||
} |
|||
|
|||
private void OnDisable() |
|||
{ |
|||
if (ActionButtonClicked != null) |
|||
{ |
|||
ActionButtonClicked.eventRaised -= ActionButtonEventRaised; |
|||
} |
|||
if (ChangeTabEvent != null) |
|||
{ |
|||
ChangeTabEvent.eventRaised -= ChangeTabEventRaised; |
|||
} |
|||
if (SelectItemEvent != null) |
|||
{ |
|||
SelectItemEvent.eventRaised -= InspectItem; |
|||
} |
|||
} |
|||
|
|||
|
|||
|
|||
|
|||
public void FillInventory(InventoryTabType _selectedTabType = null) |
|||
{ |
|||
|
|||
|
|||
if (_selectedTabType != null) |
|||
{ |
|||
selectedTabType = _selectedTabType; |
|||
} |
|||
else |
|||
{ |
|||
if (tabTypesList != null) |
|||
{ |
|||
if (tabTypesList.Count > 0) |
|||
{ |
|||
selectedTabType = tabTypesList[0]; |
|||
} |
|||
} |
|||
|
|||
} |
|||
|
|||
|
|||
if (selectedTabType != null) |
|||
{ |
|||
FillTypeTabs(tabTypesList, selectedTabType); |
|||
Debug.Log("Is changing tab"); |
|||
List<ItemStack> listItemsToShow = currentInventory.Items.FindAll(o => o.Item.ItemType.TabType == selectedTabType); |
|||
FillItems(listItemsToShow); |
|||
} |
|||
else |
|||
{ |
|||
|
|||
Debug.Log("There's no item tab type "); |
|||
|
|||
} |
|||
} |
|||
|
|||
void FillTypeTabs(List<InventoryTabType> typesList, InventoryTabType selectedType) |
|||
{ |
|||
|
|||
tabFiller.FillTabs(typesList, selectedType, ChangeTabEvent); |
|||
|
|||
|
|||
} |
|||
void FillItems(List<ItemStack> listItemsToShow) |
|||
{ |
|||
|
|||
if (instantiatedGameObjects == null) |
|||
instantiatedGameObjects = new List<InventoryItemFiller>(); |
|||
|
|||
int maxCount = Mathf.Max(listItemsToShow.Count, instantiatedGameObjects.Count); |
|||
|
|||
for (int i = 0; i < maxCount; i++) |
|||
{ |
|||
if (i < listItemsToShow.Count) |
|||
{ |
|||
if (i >= instantiatedGameObjects.Count) |
|||
{ |
|||
//instantiate
|
|||
InventoryItemFiller instantiatedPrefab = Instantiate(itemPrefab, contentParent.transform) as InventoryItemFiller; |
|||
instantiatedGameObjects.Add(instantiatedPrefab); |
|||
|
|||
} |
|||
//fill
|
|||
|
|||
bool isSelected = selectedItemId == i; |
|||
instantiatedGameObjects[i].SetItem(listItemsToShow[i], isSelected, SelectItemEvent); |
|||
instantiatedGameObjects[i].gameObject.SetActive(true); |
|||
|
|||
} |
|||
else if (i < instantiatedGameObjects.Count) |
|||
{ |
|||
//Desactive
|
|||
instantiatedGameObjects[i].gameObject.SetActive(false); |
|||
} |
|||
|
|||
} |
|||
HideItemInformation(); |
|||
//unselect selected Item
|
|||
if (selectedItemId >= 0) |
|||
{ |
|||
UnselectItem(selectedItemId); |
|||
selectedItemId = -1; |
|||
} |
|||
} |
|||
public void UpdateOnItemInInventory(ItemStack itemToUpdate, bool removeItem) |
|||
{ |
|||
if (instantiatedGameObjects == null) |
|||
instantiatedGameObjects = new List<InventoryItemFiller>(); |
|||
|
|||
if (removeItem) |
|||
{ |
|||
if (instantiatedGameObjects.Exists(o => o.currentItem == itemToUpdate)) |
|||
{ |
|||
|
|||
int index = instantiatedGameObjects.FindIndex(o => o.currentItem == itemToUpdate); |
|||
instantiatedGameObjects[index].gameObject.SetActive(false); |
|||
|
|||
} |
|||
|
|||
} |
|||
else |
|||
{ |
|||
int index = 0; |
|||
//if the item has already been created
|
|||
if (instantiatedGameObjects.Exists(o => o.currentItem == itemToUpdate)) |
|||
{ |
|||
|
|||
index = instantiatedGameObjects.FindIndex(o => o.currentItem == itemToUpdate); |
|||
|
|||
|
|||
} |
|||
//if the item needs to be created
|
|||
else |
|||
{ |
|||
//if the new item needs to be instantiated
|
|||
if (currentInventory.Items.Count > instantiatedGameObjects.Count) |
|||
{ |
|||
//instantiate
|
|||
InventoryItemFiller instantiatedPrefab = Instantiate(itemPrefab, contentParent.transform) as InventoryItemFiller; |
|||
instantiatedGameObjects.Add(instantiatedPrefab); |
|||
|
|||
|
|||
} |
|||
//find the last instantiated game object not used
|
|||
index = currentInventory.Items.Count; |
|||
|
|||
|
|||
} |
|||
|
|||
//set item
|
|||
bool isSelected = selectedItemId == index; |
|||
instantiatedGameObjects[index].SetItem(itemToUpdate, isSelected, SelectItemEvent); |
|||
|
|||
instantiatedGameObjects[index].gameObject.SetActive(true); |
|||
|
|||
|
|||
} |
|||
|
|||
} |
|||
|
|||
|
|||
|
|||
public void InspectItem(Item itemToInspect) |
|||
{ |
|||
if (instantiatedGameObjects.Exists(o => o.currentItem.Item == itemToInspect)) |
|||
{ |
|||
int itemIndex = instantiatedGameObjects.FindIndex(o => o.currentItem.Item == itemToInspect); |
|||
|
|||
|
|||
//unselect selected Item
|
|||
if (selectedItemId >= 0 && selectedItemId != itemIndex) |
|||
UnselectItem(selectedItemId); |
|||
|
|||
//change Selected ID
|
|||
selectedItemId = itemIndex; |
|||
|
|||
//show Information
|
|||
ShowItemInformation(itemToInspect); |
|||
|
|||
//check if interactable
|
|||
bool isInteractable = true; |
|||
if (itemToInspect.ItemType.ActionType == ItemInventoryActionType.cook) |
|||
{ |
|||
isInteractable = currentInventory.hasIngredients(itemToInspect.IngredientsList); |
|||
|
|||
} |
|||
else if (itemToInspect.ItemType.ActionType == ItemInventoryActionType.doNothing) |
|||
{ |
|||
isInteractable = false; |
|||
|
|||
} |
|||
|
|||
//set button
|
|||
buttonFiller.FillInventoryButtons(itemToInspect.ItemType, isInteractable); |
|||
|
|||
} |
|||
|
|||
} |
|||
|
|||
void ShowItemInformation(Item item) |
|||
{ |
|||
|
|||
bool[] availabilityArray = currentInventory.IngredietsAvailability(item.IngredientsList); |
|||
|
|||
inspectorFiller.FillItemInspector(item, availabilityArray); |
|||
|
|||
|
|||
} |
|||
void HideItemInformation() |
|||
{ |
|||
|
|||
inspectorFiller.HideItemInspector(); |
|||
|
|||
} |
|||
|
|||
|
|||
void UnselectItem(int itemIndex) |
|||
{ |
|||
|
|||
if (instantiatedGameObjects.Count > itemIndex) |
|||
{ |
|||
instantiatedGameObjects[itemIndex].UnselectItem(); |
|||
|
|||
} |
|||
} |
|||
|
|||
void ActionButtonEventRaised() |
|||
{ |
|||
if (ActionButtonClicked != null) |
|||
{ |
|||
//find the selected Item
|
|||
if (instantiatedGameObjects.Count > selectedItemId) |
|||
{ |
|||
//find the item
|
|||
Item itemToActOn = new Item(); |
|||
itemToActOn = instantiatedGameObjects[selectedItemId].currentItem.Item; |
|||
|
|||
//check the selected Item type
|
|||
//call action function depending on the itemType
|
|||
switch (itemToActOn.ItemType.ActionType) |
|||
{ |
|||
|
|||
case ItemInventoryActionType.cook: |
|||
CookRecipe(itemToActOn); |
|||
break; |
|||
case ItemInventoryActionType.use: |
|||
UseItem(itemToActOn); |
|||
break; |
|||
case ItemInventoryActionType.equip: |
|||
EquipItem(itemToActOn); |
|||
break; |
|||
default: |
|||
|
|||
break; |
|||
|
|||
} |
|||
} |
|||
} |
|||
} |
|||
|
|||
void UseItem(Item itemToUse) |
|||
{ |
|||
Debug.Log("USE ITEM " + itemToUse.name); |
|||
|
|||
UseItemEvent.Raise(itemToUse); |
|||
//update inventory
|
|||
FillInventory(); |
|||
} |
|||
|
|||
|
|||
void EquipItem(Item itemToUse) |
|||
{ |
|||
Debug.Log("Equip ITEM " + itemToUse.name); |
|||
EquipItemEvent.Raise(itemToUse); |
|||
} |
|||
|
|||
void CookRecipe(Item recipeToCook) |
|||
{ |
|||
|
|||
//get item
|
|||
CookRecipeEvent.Raise(recipeToCook); |
|||
|
|||
//update inspector
|
|||
InspectItem(recipeToCook); |
|||
|
|||
//update inventory
|
|||
FillInventory(); |
|||
|
|||
|
|||
} |
|||
|
|||
void ChangeTabEventRaised(InventoryTabType tabType) |
|||
{ |
|||
|
|||
FillInventory(tabType); |
|||
|
|||
} |
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 24b948a9bd4284c4ab2089bf06c7f20c |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
using TMPro; |
|||
using UnityEngine.Localization.Components; |
|||
public class InventoryItemFiller : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
|
|||
private Image itemPreviewImage; |
|||
[SerializeField] |
|||
private LocalizeStringEvent itemTitle; |
|||
[SerializeField] |
|||
private TextMeshProUGUI itemCount; |
|||
[SerializeField] |
|||
private Image bgImage; |
|||
|
|||
[SerializeField] |
|||
private Image imgHover; |
|||
|
|||
[SerializeField] |
|||
private Image imgSelected; |
|||
|
|||
public ItemStack currentItem; |
|||
|
|||
|
|||
[SerializeField] |
|||
private Button itemButton; |
|||
|
|||
public void SetItem(ItemStack itemStack, bool isSelected, ItemEvent selectItemEvent) |
|||
{ |
|||
|
|||
UnhoverItem(); |
|||
|
|||
currentItem = itemStack; |
|||
|
|||
imgSelected.gameObject.SetActive(isSelected); |
|||
|
|||
itemPreviewImage.sprite = itemStack.Item.PreviewImage; |
|||
itemTitle.StringReference = itemStack.Item.Name; |
|||
itemCount.text = itemStack.Amount.ToString(); |
|||
bgImage.color = itemStack.Item.ItemType.TypeColor; |
|||
|
|||
itemButton.onClick.RemoveAllListeners(); |
|||
|
|||
itemButton.onClick.AddListener(() => |
|||
{ |
|||
SelectItem(); |
|||
UnhoverItem(); |
|||
selectItemEvent.Raise(currentItem.Item); |
|||
|
|||
}); |
|||
} |
|||
|
|||
|
|||
public void HoverItem() |
|||
{ |
|||
imgHover.gameObject.SetActive(true); |
|||
|
|||
|
|||
} |
|||
public void UnhoverItem() |
|||
{ |
|||
|
|||
imgHover.gameObject.SetActive(false); |
|||
|
|||
} |
|||
|
|||
public void SelectItem() |
|||
|
|||
{ |
|||
imgSelected.gameObject.SetActive(true); |
|||
|
|||
} |
|||
|
|||
public void UnselectItem() |
|||
{ |
|||
|
|||
|
|||
imgSelected.gameObject.SetActive(false); |
|||
|
|||
} |
|||
|
|||
|
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 4f07228a5666044b5a0f0633262f71f9 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class InventoryManager : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
private Inventory currentInventory; |
|||
|
|||
[SerializeField] |
|||
private ItemEvent CookRecipeEvent; |
|||
[SerializeField] |
|||
private ItemEvent UseItemEvent; |
|||
[SerializeField] |
|||
private ItemEvent EquipItemEvent; |
|||
|
|||
|
|||
|
|||
[SerializeField] |
|||
ItemEvent AddItemEvent; |
|||
[SerializeField] |
|||
ItemEvent RemoveItemEvent; |
|||
|
|||
private void OnEnable() |
|||
{ |
|||
//Check if the event exists to avoid errors
|
|||
if (CookRecipeEvent != null) |
|||
{ |
|||
CookRecipeEvent.eventRaised += CookRecipeEventRaised; |
|||
} |
|||
if (UseItemEvent != null) |
|||
{ |
|||
UseItemEvent.eventRaised += UseItemEventRaised; |
|||
} |
|||
if (EquipItemEvent != null) |
|||
{ |
|||
EquipItemEvent.eventRaised += EquipItemEventRaised; |
|||
} |
|||
if (AddItemEvent != null) |
|||
{ |
|||
AddItemEvent.eventRaised += AddItem; |
|||
} |
|||
if (RemoveItemEvent != null) |
|||
{ |
|||
RemoveItemEvent.eventRaised += RemoveItem; |
|||
} |
|||
} |
|||
|
|||
private void OnDisable() |
|||
{ |
|||
if (CookRecipeEvent != null) |
|||
{ |
|||
CookRecipeEvent.eventRaised -= CookRecipeEventRaised; |
|||
} |
|||
if (UseItemEvent != null) |
|||
{ |
|||
UseItemEvent.eventRaised -= UseItemEventRaised; |
|||
} |
|||
if (EquipItemEvent != null) |
|||
{ |
|||
EquipItemEvent.eventRaised -= EquipItemEventRaised; |
|||
} |
|||
if (AddItemEvent != null) |
|||
{ |
|||
AddItemEvent.eventRaised -= AddItem; |
|||
} |
|||
if (RemoveItemEvent != null) |
|||
{ |
|||
RemoveItemEvent.eventRaised -= RemoveItem; |
|||
} |
|||
} |
|||
|
|||
|
|||
|
|||
|
|||
|
|||
void AddItemWithUIUpdate(Item item) |
|||
{ |
|||
|
|||
currentInventory.Add(item); |
|||
if (currentInventory.Contains(item)) |
|||
{ |
|||
ItemStack itemToUpdate = currentInventory.Items.Find(o => o.Item == item); |
|||
// UIManager.Instance.UpdateInventoryScreen(itemToUpdate, false);
|
|||
} |
|||
} |
|||
|
|||
void RemoveItemWithUIUpdate(Item item) |
|||
{ |
|||
ItemStack itemToUpdate = new ItemStack(); |
|||
|
|||
if (currentInventory.Contains(item)) |
|||
{ |
|||
itemToUpdate = currentInventory.Items.Find(o => o.Item == item); |
|||
} |
|||
|
|||
currentInventory.Remove(item); |
|||
|
|||
bool removeItem = currentInventory.Contains(item); |
|||
// UIManager.Instance.UpdateInventoryScreen(itemToUpdate, removeItem);
|
|||
|
|||
} |
|||
void AddItem(Item item) |
|||
{ |
|||
currentInventory.Add(item); |
|||
|
|||
} |
|||
void RemoveItem(Item item) |
|||
{ |
|||
currentInventory.Remove(item); |
|||
|
|||
} |
|||
|
|||
|
|||
void CookRecipeEventRaised(Item recipe) |
|||
{ |
|||
|
|||
//find recipe
|
|||
if (currentInventory.Contains(recipe)) |
|||
{ |
|||
List<ItemStack> ingredients = recipe.IngredientsList; |
|||
//remove ingredients (when it's a consumable)
|
|||
if (currentInventory.hasIngredients(ingredients)) |
|||
{ |
|||
for (int i = 0; i < ingredients.Count; i++) |
|||
{ |
|||
if (ingredients[i].Item.ItemType.ActionType == ItemInventoryActionType.use) |
|||
currentInventory.Remove(ingredients[i].Item, ingredients[i].Amount); |
|||
|
|||
} |
|||
|
|||
//add dish
|
|||
currentInventory.Add(recipe.ResultingDish); |
|||
} |
|||
|
|||
} |
|||
|
|||
|
|||
|
|||
|
|||
} |
|||
|
|||
public void UseItemEventRaised(Item item) |
|||
{ |
|||
RemoveItem(item); |
|||
} |
|||
|
|||
public void EquipItemEventRaised(Item item) |
|||
{ |
|||
|
|||
} |
|||
} |
|||
|
|
|||
fileFormatVersion: 2 |
|||
guid: dfa86533a7b7743acbbf3e79c9337aa4 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class ItemPicker : MonoBehaviour |
|||
{ |
|||
|
|||
[SerializeField] |
|||
ItemEvent AddItemEvent; |
|||
|
|||
public void PickItem(Item item) |
|||
{ |
|||
if (AddItemEvent != null) |
|||
AddItemEvent.Raise(item); |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 734bceb68e04a4c21a6980076a35f68e |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using UnityEngine; |
|||
using UnityEngine.Localization; |
|||
// Created with collaboration from:
|
|||
// https://forum.unity.com/threads/inventory-system.980646/
|
|||
|
|||
public enum TabType |
|||
{ |
|||
customization, |
|||
cookingItem, |
|||
recipe |
|||
|
|||
} |
|||
[CreateAssetMenu(fileName = "tabType", menuName = "Inventory/tabType", order = 51)] |
|||
public class InventoryTabType : ScriptableObject |
|||
{ |
|||
[Tooltip("The tab Name that will be displayed in the inventory")] |
|||
[SerializeField] |
|||
private LocalizedString _tabName; |
|||
|
|||
|
|||
[Tooltip("The tab type used to reference the item")] |
|||
[SerializeField] private TabType _tabType; |
|||
|
|||
public LocalizedString TabName => _tabName; |
|||
public TabType TabType => _tabType; |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 9f8f7281064b84c348cf9f265dbd2335 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class CookingInventoryInspectorFiller : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
private InspectorPreviewFiller inspectorPreviewFiller; |
|||
|
|||
[SerializeField] |
|||
private InspectorDescriptionFiller inspectorDescriptionFiller; |
|||
|
|||
[SerializeField] |
|||
private RecipeIngredientsFiller recipeIngredientsFiller; |
|||
|
|||
|
|||
|
|||
public void FillItemInspector(Item itemToInspect, bool[] availabilityArray) |
|||
{ |
|||
|
|||
inspectorPreviewFiller.FillPreview(itemToInspect); |
|||
inspectorDescriptionFiller.FillDescription(itemToInspect); |
|||
recipeIngredientsFiller.FillIngredients(itemToInspect.IngredientsList, availabilityArray); |
|||
|
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 9017e8eb9e8364152b6600ce8d330ffd |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.Localization.Components; |
|||
using TMPro; |
|||
public class IngredientFiller : MonoBehaviour |
|||
{ |
|||
|
|||
[SerializeField] |
|||
private TextMeshProUGUI ingredientAmount; |
|||
[SerializeField] |
|||
private LocalizeStringEvent ingredientName; |
|||
[SerializeField] |
|||
private GameObject checkMark; |
|||
|
|||
public void FillIngredient(ItemStack ingredient, bool isAvailable) |
|||
{ |
|||
|
|||
ingredientAmount.text = ingredient.Amount.ToString(); |
|||
ingredientName.StringReference = ingredient.Item.Name; |
|||
checkMark.SetActive(isAvailable); |
|||
|
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 5b02f588ec7814c3895df91b3ba439a5 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
using UnityEngine.Localization.Components; |
|||
|
|||
public class InspectorDescriptionFiller : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
private LocalizeStringEvent textDescription; |
|||
|
|||
[SerializeField] |
|||
private LocalizeStringEvent textName; |
|||
|
|||
public void FillDescription(Item itemToInspect) |
|||
{ |
|||
textName.gameObject.SetActive(true); |
|||
textDescription.gameObject.SetActive(true); |
|||
|
|||
|
|||
textName.StringReference = itemToInspect.Name; |
|||
textDescription.StringReference = itemToInspect.Description; |
|||
|
|||
} |
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 6d09ce02a0d7e477f8344b3a5c9729a3 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class InspectorFiller : MonoBehaviour |
|||
{ |
|||
|
|||
[SerializeField] |
|||
private SimpleInventoryInspectorFiller simpleInventoryInspector; |
|||
|
|||
[SerializeField] |
|||
private CookingInventoryInspectorFiller cookingInventoryInspector; |
|||
|
|||
public void FillItemInspector(Item itemToInspect, bool[] availabilityArray = null) |
|||
{ |
|||
bool isForCooking = (itemToInspect.ItemType.ActionType == ItemInventoryActionType.cook); |
|||
|
|||
simpleInventoryInspector.gameObject.SetActive(!isForCooking); |
|||
cookingInventoryInspector.gameObject.SetActive(isForCooking); |
|||
|
|||
if (!isForCooking) |
|||
{ |
|||
|
|||
simpleInventoryInspector.FillItemInspector(itemToInspect); |
|||
} |
|||
else |
|||
{ |
|||
cookingInventoryInspector.FillItemInspector(itemToInspect, availabilityArray); |
|||
} |
|||
|
|||
|
|||
} |
|||
|
|||
public void HideItemInspector() |
|||
{ |
|||
simpleInventoryInspector.gameObject.SetActive(false); |
|||
cookingInventoryInspector.gameObject.SetActive(false); |
|||
|
|||
|
|||
} |
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: e22db440a2cce4752b6edaa61c9b41b1 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
|
|||
public class InspectorPreviewFiller : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
private Image previewImage; |
|||
|
|||
|
|||
public void FillPreview(Item ItemToInspect) |
|||
{ |
|||
|
|||
previewImage.gameObject.SetActive(true); |
|||
previewImage.sprite = ItemToInspect.PreviewImage; |
|||
|
|||
} |
|||
|
|||
|
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 7560ea8f7855a448fa1ac2ca4a6fac1c |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
using UnityEngine.Localization.Components; |
|||
|
|||
public class InventoryButtonFiller : MonoBehaviour |
|||
{ |
|||
|
|||
[SerializeField] |
|||
private LocalizeStringEvent buttonActionText; |
|||
|
|||
[SerializeField] |
|||
private Button buttonAction; |
|||
|
|||
|
|||
public void FillInventoryButtons(ItemType itemType, bool isInteractable = true) |
|||
{ |
|||
|
|||
|
|||
|
|||
buttonAction.interactable = isInteractable; |
|||
|
|||
buttonActionText.StringReference = itemType.ActionName; |
|||
|
|||
|
|||
|
|||
|
|||
|
|||
|
|||
} |
|||
|
|||
|
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 119e513d415dc4333a7550d7500c1662 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
using UnityEngine.Localization.Components; |
|||
using UnityEngine.UI; |
|||
public class InventoryTypeTabFiller : MonoBehaviour |
|||
{ |
|||
|
|||
[SerializeField] |
|||
private LocalizeStringEvent tabName; |
|||
|
|||
[SerializeField] |
|||
private Button actionButton; |
|||
|
|||
public void fillTab(InventoryTabType tabType, bool isSelected, TabTypeEvent changeTabEvent) |
|||
{ |
|||
|
|||
tabName.StringReference = tabType.TabName; |
|||
actionButton.interactable = !isSelected; |
|||
actionButton.onClick.RemoveAllListeners(); |
|||
actionButton.onClick.AddListener(() => changeTabEvent.Raise(tabType)); |
|||
|
|||
} |
|||
|
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 93dbe2b925cf041d1bab6ad1cc9ef1c0 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
|
|||
public class InventoryTypeTabsFiller : MonoBehaviour |
|||
{ |
|||
|
|||
|
|||
[SerializeField] |
|||
private List<InventoryTypeTabFiller> instantiatedGameObjects; |
|||
|
|||
public void FillTabs(List<InventoryTabType> typesList, InventoryTabType selectedType, TabTypeEvent changeTabEvent) |
|||
{ |
|||
|
|||
if (instantiatedGameObjects == null) |
|||
instantiatedGameObjects = new List<InventoryTypeTabFiller>(); |
|||
|
|||
if (gameObject.GetComponent<VerticalLayoutGroup>() != null) |
|||
gameObject.GetComponent<VerticalLayoutGroup>().enabled = true; |
|||
|
|||
|
|||
int maxCount = Mathf.Max(typesList.Count, instantiatedGameObjects.Count); |
|||
|
|||
for (int i = 0; i < maxCount; i++) |
|||
{ |
|||
if (i < typesList.Count) |
|||
{ |
|||
if (i >= instantiatedGameObjects.Count) |
|||
{ |
|||
Debug.Log("Maximum tabs reached"); |
|||
} |
|||
bool isSelected = typesList[i] == selectedType; |
|||
//fill
|
|||
instantiatedGameObjects[i].fillTab(typesList[i], isSelected, changeTabEvent); |
|||
instantiatedGameObjects[i].gameObject.SetActive(true); |
|||
|
|||
} |
|||
else if (i < instantiatedGameObjects.Count) |
|||
{ |
|||
//Desactive
|
|||
instantiatedGameObjects[i].gameObject.SetActive(false); |
|||
} |
|||
|
|||
} |
|||
StartCoroutine(waitBeforeDesactiveLayout()); |
|||
|
|||
} |
|||
IEnumerator waitBeforeDesactiveLayout() |
|||
{ |
|||
|
|||
|
|||
yield return new WaitForSeconds(1); |
|||
//disable layout group after layout calculation
|
|||
if (gameObject.GetComponent<VerticalLayoutGroup>() != null) |
|||
gameObject.GetComponent<VerticalLayoutGroup>().enabled = false; |
|||
} |
|||
|
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: bc36e47bfdc5e408c8333ffb7d567725 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
using UnityEngine.UI; |
|||
public class RecipeIngredientsFiller : MonoBehaviour |
|||
{ |
|||
|
|||
[SerializeField] |
|||
private List<IngredientFiller> instantiatedGameObjects = new List<IngredientFiller>(); |
|||
|
|||
public void FillIngredients(List<ItemStack> listofIngredients, bool[] availabilityArray) |
|||
{ |
|||
|
|||
if (gameObject.GetComponent<VerticalLayoutGroup>() != null) |
|||
gameObject.GetComponent<VerticalLayoutGroup>().enabled = true; |
|||
|
|||
|
|||
int maxCount = Mathf.Max(listofIngredients.Count, instantiatedGameObjects.Count); |
|||
|
|||
for (int i = 0; i < maxCount; i++) |
|||
{ |
|||
if (i < listofIngredients.Count) |
|||
{ |
|||
if (i >= instantiatedGameObjects.Count) |
|||
{ |
|||
//Do nothing, maximum ingredients for a recipe reached
|
|||
Debug.Log("Maximum ingredients reached"); |
|||
} |
|||
else |
|||
{ |
|||
//fill
|
|||
bool isAvailable = availabilityArray[i]; |
|||
instantiatedGameObjects[i].FillIngredient(listofIngredients[i], isAvailable); |
|||
|
|||
instantiatedGameObjects[i].gameObject.SetActive(true); |
|||
} |
|||
|
|||
} |
|||
else if (i < instantiatedGameObjects.Count) |
|||
{ |
|||
//Desactive
|
|||
instantiatedGameObjects[i].gameObject.SetActive(false); |
|||
} |
|||
|
|||
} |
|||
|
|||
StartCoroutine(waitBeforeDesactiveLayout()); |
|||
|
|||
} |
|||
IEnumerator waitBeforeDesactiveLayout() |
|||
{ |
|||
|
|||
|
|||
yield return new WaitForSeconds(1); |
|||
//disable layout group after layout calculation
|
|||
if (gameObject.GetComponent<VerticalLayoutGroup>() != null) |
|||
gameObject.GetComponent<VerticalLayoutGroup>().enabled = false; |
|||
} |
|||
} |
|
|||
fileFormatVersion: 2 |
|||
guid: 99dc2aebf96a646ec9238b432dbaeb70 |
|||
MonoImporter: |
|||
externalObjects: {} |
|||
serializedVersion: 2 |
|||
defaultReferences: [] |
|||
executionOrder: 0 |
|||
icon: {instanceID: 0} |
|||
userData: |
|||
assetBundleName: |
|||
assetBundleVariant: |
|
|||
using System.Collections; |
|||
using System.Collections.Generic; |
|||
using UnityEngine; |
|||
|
|||
public class SimpleInventoryInspectorFiller : MonoBehaviour |
|||
{ |
|||
[SerializeField] |
|||
private InspectorPreviewFiller inspectorPreviewFiller; |
|||
|
|||
[SerializeField] |
|||
private InspectorDescriptionFiller inspectorDescriptionFiller; |
|||
|
|||
|
|||
public void FillItemInspector(Item itemToInspect) |
|||
{ |
|||
|
|||
inspectorPreviewFiller.FillPreview(itemToInspect); |
|||
inspectorDescriptionFiller.FillDescription(itemToInspect); |
|||
|
|||
|
|||
|
|||
} |
|||
|
|||
} |
|||
|
|
|||
fileFormatVersion: 2 |
|||
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|||
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|||
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fileFormatVersion: 2 |
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|||
alphaTestReferenceValue: 0.5 |
|||
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|||
mipMapFadeDistanceEnd: 3 |
|||
bumpmap: |
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|||
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|||
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|||
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|||
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|||
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|||
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|||
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platformSettings: |
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|||
textureCompression: 1 |
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|||
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|||
forceMaximumCompressionQuality_BC6H_BC7: 0 |
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|||
sprites: [] |
|||
outline: [] |
|||
physicsShape: [] |
|||
bones: [] |
|||
spriteID: 5e97eb03825dee720800000000000000 |
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