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413 行
8.6 KiB
413 行
8.6 KiB
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Serialization;
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public class UIInventory : MonoBehaviour
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{
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[SerializeField]
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private InventorySO _currentInventory = default;
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[SerializeField]
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private UIInventoryItem _itemPrefab = default;
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[SerializeField]
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private GameObject _contentParent = default;
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[SerializeField]
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private GameObject _errorPotMessage = default;
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[FormerlySerializedAs("_inspectorFiller")]
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[SerializeField]
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private UIInventoryInspector _inspectorPanel = default;
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[FormerlySerializedAs("_tabFiller")]
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[SerializeField]
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private UIInventoryTabs _tabsPanel = default;
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[FormerlySerializedAs("_buttonFiller")]
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[SerializeField]
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private UIActionButton _actionButton = default;
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InventoryTabSO _selectedTab = default;
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[SerializeField]
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List<InventoryTabSO> _tabTypesList = new List<InventoryTabSO>();
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private int selectedItemId = -1;
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[FormerlySerializedAs("_instanciatedItems")]
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[SerializeField]
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private List<UIInventoryItem> _availableItemSlots = default;
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[SerializeField]
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private VoidEventChannelSO _onInteractionEndedEvent = default;
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[SerializeField]
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private ItemEventChannelSO _useItemEvent = default;
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[SerializeField]
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private IntEventChannelSO _restoreHealth = default;
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[SerializeField]
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private ItemEventChannelSO _equipItemEvent = default;
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[SerializeField]
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private ItemEventChannelSO _cookRecipeEvent = default;
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[SerializeField]
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private InputReader _inputReader = default;
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public UnityAction Closed;
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bool _isNearPot = false;
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private void OnEnable()
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{
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//Check if the event exists to avoid errors
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_actionButton.Clicked += OnActionButtonClicked;
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_tabsPanel.TabChanged += OnChangeTab;
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_onInteractionEndedEvent.OnEventRaised += InteractionEnded;
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for (int i = 0; i < _availableItemSlots.Count; i++)
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{
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_availableItemSlots[i].ItemSelected += InspectItem;
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}
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_inputReader.TabSwitched += OnSwitchTab;
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}
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private void OnDisable()
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{
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_actionButton.Clicked -= OnActionButtonClicked;
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_tabsPanel.TabChanged -= OnChangeTab;
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for (int i = 0; i < _availableItemSlots.Count; i++)
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{
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_availableItemSlots[i].ItemSelected -= InspectItem;
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}
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_inputReader.TabSwitched -= OnSwitchTab;
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}
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void OnSwitchTab(float orientation)
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{
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if (orientation != 0)
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{
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bool isLeft = orientation < 0;
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int initialIndex = _tabTypesList.FindIndex(o => o == _selectedTab);
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if (initialIndex != -1)
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{
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if (isLeft)
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{
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initialIndex--;
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}
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else
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{
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initialIndex++;
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}
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initialIndex = Mathf.Clamp(initialIndex, 0, _tabTypesList.Count - 1);
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}
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OnChangeTab(_tabTypesList[initialIndex]);
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}
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}
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public void FillInventory(InventoryTabType _selectedTabType = InventoryTabType.CookingItem, bool isNearPot = false)
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{
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_isNearPot = isNearPot;
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if ((_tabTypesList.Exists(o => o.TabType == _selectedTabType)))
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{
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_selectedTab = _tabTypesList.Find(o => o.TabType == _selectedTabType);
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}
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else
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{
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if (_tabTypesList != null)
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{
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if (_tabTypesList.Count > 0)
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{
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_selectedTab = _tabTypesList[0];
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}
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}
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}
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if (_selectedTab != null)
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{
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SetTabs(_tabTypesList, _selectedTab);
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List<ItemStack> listItemsToShow = new List<ItemStack>();
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listItemsToShow = _currentInventory.Items.FindAll(o => o.Item.ItemType.TabType == _selectedTab);
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FillInvetoryItems(listItemsToShow);
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}
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else
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{
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Debug.LogError("There's no selected tab ");
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}
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}
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void InteractionEnded()
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{
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_isNearPot = false;
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}
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void SetTabs(List<InventoryTabSO> typesList, InventoryTabSO selectedType)
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{
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_tabsPanel.SetTabs(typesList, selectedType);
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}
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void FillInvetoryItems(List<ItemStack> listItemsToShow)
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{
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if (_availableItemSlots == null)
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_availableItemSlots = new List<UIInventoryItem>();
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int maxCount = Mathf.Max(listItemsToShow.Count, _availableItemSlots.Count);
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for (int i = 0; i < maxCount; i++)
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{
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if (i < listItemsToShow.Count)
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{
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//fill
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bool isSelected = selectedItemId == i;
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_availableItemSlots[i].SetItem(listItemsToShow[i], isSelected);
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}
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else if (i < _availableItemSlots.Count)
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{
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//Desactive
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_availableItemSlots[i].SetInactiveItem();
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}
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}
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HideItemInformation();
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//unselect selected Item
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if (selectedItemId >= 0)
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{
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UnselectItem(selectedItemId);
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selectedItemId = -1;
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}
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//hover First Element
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if (_availableItemSlots.Count > 0)
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{
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_availableItemSlots[0].SelectFirstElement();
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}
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}
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void UpdateItemInInventory(ItemStack itemToUpdate, bool removeItem)
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{
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if (_availableItemSlots == null)
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_availableItemSlots = new List<UIInventoryItem>();
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if (removeItem)
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{
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if (_availableItemSlots.Exists(o => o._currentItem == itemToUpdate))
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{
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int index = _availableItemSlots.FindIndex(o => o._currentItem == itemToUpdate);
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_availableItemSlots[index].SetInactiveItem();
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}
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}
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else
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{
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int index = 0;
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//if the item has already been created
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if (_availableItemSlots.Exists(o => o._currentItem == itemToUpdate))
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{
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index = _availableItemSlots.FindIndex(o => o._currentItem == itemToUpdate);
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}
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//if the item needs to be created
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else
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{
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//if the new item needs to be instantiated
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if (_currentInventory.Items.Count > _availableItemSlots.Count)
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{
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//instantiate
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UIInventoryItem instantiatedPrefab = Instantiate(_itemPrefab, _contentParent.transform) as UIInventoryItem;
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_availableItemSlots.Add(instantiatedPrefab);
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}
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//find the last instantiated game object not used
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index = _currentInventory.Items.Count;
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}
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//set item
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bool isSelected = selectedItemId == index;
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_availableItemSlots[index].SetItem(itemToUpdate, isSelected);
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}
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}
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public void InspectItem(ItemSO itemToInspect)
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{
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if (_availableItemSlots.Exists(o => o._currentItem.Item == itemToInspect))
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{
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int itemIndex = _availableItemSlots.FindIndex(o => o._currentItem.Item == itemToInspect);
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//unselect selected Item
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if (selectedItemId >= 0 && selectedItemId != itemIndex)
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UnselectItem(selectedItemId);
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//change Selected ID
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selectedItemId = itemIndex;
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//show Information
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ShowItemInformation(itemToInspect);
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//check if interactable
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bool isInteractable = true;
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_actionButton.gameObject.SetActive(true);
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_errorPotMessage.SetActive(false);
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if (itemToInspect.ItemType.ActionType == ItemInventoryActionType.Cook)
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{
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isInteractable = _currentInventory.hasIngredients(itemToInspect.IngredientsList) && _isNearPot;
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_errorPotMessage.SetActive(!_isNearPot);
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}
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else if (itemToInspect.ItemType.ActionType == ItemInventoryActionType.DoNothing)
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{
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isInteractable = false;
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_actionButton.gameObject.SetActive(false);
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}
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//set button
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_actionButton.FillInventoryButton(itemToInspect.ItemType, isInteractable);
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}
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}
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void ShowItemInformation(ItemSO item)
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{
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bool[] availabilityArray = _currentInventory.IngredientsAvailability(item.IngredientsList);
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_inspectorPanel.FillInspector(item, availabilityArray);
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_inspectorPanel.gameObject.SetActive(true);
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}
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void HideItemInformation()
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{
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_actionButton.gameObject.SetActive(false);
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_inspectorPanel.gameObject.SetActive(false);
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}
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void UnselectItem(int itemIndex)
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{
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if (_availableItemSlots.Count > itemIndex)
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{
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_availableItemSlots[itemIndex].UnselectItem();
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}
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}
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void UpdateInventory()
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{
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FillInventory(_selectedTab.TabType, _isNearPot);
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}
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void OnActionButtonClicked()
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{
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//find the selected Item
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if (_availableItemSlots.Count > selectedItemId && selectedItemId > -1)
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{
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//find the item
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ItemSO itemToActOn = new ItemSO();
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itemToActOn = _availableItemSlots[selectedItemId]._currentItem.Item;
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//check the selected Item type
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//call action function depending on the itemType
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switch (itemToActOn.ItemType.ActionType)
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{
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case ItemInventoryActionType.Cook:
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CookRecipe(itemToActOn);
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break;
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case ItemInventoryActionType.Use:
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UseItem(itemToActOn);
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break;
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case ItemInventoryActionType.Equip:
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EquipItem(itemToActOn);
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break;
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default:
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break;
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}
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}
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}
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void UseItem(ItemSO itemToUse)
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{
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if (itemToUse.HealthResorationValue > 0)
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{ _restoreHealth.RaiseEvent(itemToUse.HealthResorationValue); }
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_useItemEvent.RaiseEvent(itemToUse);
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//update inventory
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UpdateInventory();
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}
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void EquipItem(ItemSO itemToUse)
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{
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Debug.Log("Equip ITEM " + itemToUse.name);
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_equipItemEvent.RaiseEvent(itemToUse);
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}
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void CookRecipe(ItemSO recipeToCook)
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{
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//get item
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_cookRecipeEvent.RaiseEvent(recipeToCook);
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//update inspector
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InspectItem(recipeToCook);
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//update inventory
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UpdateInventory();
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}
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void OnChangeTab(InventoryTabSO tabType)
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{
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FillInventory(tabType.TabType, _isNearPot);
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}
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public void CloseInventory()
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{
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Closed.Invoke();
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}
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}
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