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109 行
2.2 KiB
109 行
2.2 KiB
using System.Collections.Generic;
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using UnityEngine;
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// Created with collaboration from:
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// https://forum.unity.com/threads/inventory-system.980646/
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[CreateAssetMenu(fileName = "Inventory", menuName = "Inventory/Inventory", order = 51)]
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public class Inventory : ScriptableObject
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{
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[Tooltip("The collection of items and their quantities.")]
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[SerializeField]
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private List<ItemStack> _items = new List<ItemStack>();
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public List<ItemStack> Items => _items;
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public void Add(Item item, int count = 1)
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{
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if (count <= 0)
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return;
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for (int i = 0; i < _items.Count; i++)
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{
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ItemStack currentItemStack = _items[i];
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if (item == currentItemStack.Item)
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{
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//only add to the amount if the item is usable
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if (currentItemStack.Item.ItemType.ActionType == ItemInventoryActionType.use)
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{
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currentItemStack.Amount += count;
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}
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return;
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}
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}
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_items.Add(new ItemStack(item, count));
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}
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public void Remove(Item item, int count = 1)
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{
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if (count <= 0)
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return;
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for (int i = 0; i < _items.Count; i++)
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{
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ItemStack currentItemStack = _items[i];
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if (currentItemStack.Item == item)
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{
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currentItemStack.Amount -= count;
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if (currentItemStack.Amount <= 0)
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_items.Remove(currentItemStack);
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return;
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}
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}
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}
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public bool Contains(Item item)
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{
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for (int i = 0; i < _items.Count; i++)
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{
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if (item == _items[i].Item)
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{
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return true;
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}
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}
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return false;
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}
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public int Count(Item item)
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{
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for (int i = 0; i < _items.Count; i++)
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{
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ItemStack currentItemStack = _items[i];
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if (item == currentItemStack.Item)
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{
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return currentItemStack.Amount;
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}
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}
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return 0;
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}
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public bool[] IngredientsAvailability(List<ItemStack> ingredients)
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{
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bool[] availabilityArray = new bool[ingredients.Count];
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for (int i = 0; i < ingredients.Count; i++)
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{
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availabilityArray[i] = _items.Exists(o => o.Item == ingredients[i].Item && o.Amount >= ingredients[i].Amount);
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}
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return availabilityArray;
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}
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public bool hasIngredients(List<ItemStack> ingredients)
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{
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bool hasIngredients = !ingredients.Exists(j => !_items.Exists(o => o.Item == j.Item && o.Amount >= j.Amount));
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return hasIngredients;
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}
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}
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