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* -> GetIndex_ItemType - * -> GetIndex_SlotType - * -> GetIndex_ItemObject - * -> GetIndex_Slot - * - * -> SetIndex_Slot - * -> Set_Slot - * -> RemoveIndex_Slot - * -> RemoveIndex_Slotspecial - * -> Remove_Slot - * -> Remove_Slotspecial - * - * -> UpdateIndex_Slotsobject - * -> Update_Slotsobject - * - * -> Spawn_Object - * -> RemoveCurrent_Object - * - * -> setupSlot - * - * -> Debug_Slot - * -> Debug_Functions -/*/ - -public class SlotSystem : MonoBehaviour -{ - // Used to make slots specific to what item it can accept - class slotInfo - { - public Item Item; // Most likely wont be needed - public Item.ItemTypeEnum ItemType; - public Item.SlotTypeEnum SlotType; - public slotInfo(Item.ItemTypeEnum inputItemType, Item.SlotTypeEnum inputSlotType) - { - ItemType = inputItemType; - SlotType = inputSlotType; - } - } - - [Header("Pooling Setting")] - - [Space(10)] - [Header("Spawn Setting")] - public GameObject parentObject; // Used to spawn object to specific parent - [Space(10)] - [Header("Slot Setting")] - public List slots; - public List slots_special; - public List slots_object; - private List slotInfoArray = new List(); // Used to check compatibility with items that are being stored - public int selectedSlot; - public int selectedSlot_special; - - private GameObject currentGameObject = null; // Used to check stored current GameObject to destroy it later when not used or switching item - - // TMP - public Item tmp_Item; // Tmp - - // GetIndex_[Name] will return specific data from specified index slot - string GetIndex_Name(int index) - { - if (index <= 5) - { - if (slots[index] != null) - { - return slots[index].ItemName; - } - } - else if (selectedSlot_special < slots_special.Count) - { - if (slots_special[selectedSlot_special] != null && index == 6) - { - return slots_special[selectedSlot_special].ItemName; - } - } - return null; - } - - uint GetIndex_Id(int index) - { - if (index <= 5) - { - if (slots[index] != null) - { - return slots[index].ItemID; - } - } - else if (selectedSlot_special < slots_special.Count) - { - if (slots_special[selectedSlot_special] != null && index == 6) - { - return slots_special[selectedSlot_special].ItemID; - } - } - return 0; // 0 will basically mean none - } - - Item.ItemTypeEnum GetIndex_ItemType(int index) - { - if (index <= 5) - { - if (slots[index] != null) - { - return slots[index].ItemType; - } - } - else if (selectedSlot_special < slots_special.Count) - { - if (slots_special[selectedSlot_special] != null && index == 6) - { - return slots_special[selectedSlot_special].ItemType; - } - } - return Item.ItemTypeEnum.None; - } - - Item.SlotTypeEnum GetIndex_SlotType(int index) - { - if (index <= 5) - { - if (slots[index] != null) - { - return slots[index].SlotType; - } - } - else if (selectedSlot_special < slots_special.Count) - { - if (slots_special[selectedSlot_special] != null && index == 6) - { - return slots_special[selectedSlot_special].SlotType; - } - } - return Item.SlotTypeEnum.None; - } - - Object GetIndex_ItemObject(int index) - { - if (index <= 5) - { - if (slots[index] != null) - { - return slots[index].ItemObject; - } - } - else if (slots_special[selectedSlot_special] != null && index == 6) - { - return slots_special[selectedSlot_special].ItemObject; - } - return null; - } - - Item GetIndex_Slot(int index) - { - if (index <= 5) - { - if (slots[index] != null) - { - return slots[index]; - } - } - else if (slots_special[selectedSlot_special] != null && index == 6) - { - return slots_special[selectedSlot_special]; - } - return null; - } - - // SetIndex_[Name] will set specific data to specified index slot - bool SetIndex_Slot(int index, Item itemData) - { - if (slotInfoArray[index].GetType() == typeof(slotInfo)) - { - slotInfo slotData = slotInfoArray[index]; - if (slotData.ItemType == itemData.ItemType && slotData.SlotType == itemData.SlotType) - { - Item oldItem = slots[index]; - Item newItem = itemData; - tmp_Item = oldItem; // [Insert] drop / remove function here - slots[index] = newItem; - return true; - } - } - return false; - } - - // set_[Name] will check all indexes and if free, then place - bool Set_Slot(Item itemData) - { - for (int i = 0; i < slots.Count; i++) - { - if (slots[i] == null && slotInfoArray[i] != null) - { - slotInfo slotData = slotInfoArray[i]; - if (slotData.ItemType == itemData.ItemType && slotData.SlotType == itemData.SlotType) - { - slots[i] = itemData; - return true; - } - } - } - if (slotInfoArray[6].ItemType == itemData.ItemType && slotInfoArray[6].SlotType == itemData.SlotType) - { - for (int i = 0; i < slots_special.Count; i++) - { - if (slots_special[i].ItemID == itemData.ItemID) - { - return false; - } - } - slots_special.Add(itemData); - return true; - } - return false; - } - - // removeIndex_[Name] will remove specific index from slot - bool RemoveIndex_Slot(int index) - { - if (slots[index] != null) - { - slots[index] = null; - return true; - } - return false; - } - - bool RemoveIndex_Slotspecial(int index) - { - try - { - slots_special.RemoveAt(index); - return true; - } - catch - { - return false; - } - } - - // remove_[Name] will remove all items from slot - bool Remove_Slot() - { - try - { - for (int i = 0; i < slots.Count; i++) - { - slots[i] = null; - } - return true; - } - catch - { - return false; - } - } - - bool Remove_Slotspecial() - { - try - { - slots_special.RemoveRange(0, slots_special.Count); - return true; - } - catch - { - return false; - } - } - - // updateIndex_[Name] will update specified index text (might come more soon) - void UpdateIndex_Slotsobject(int index) - { - try - { - slots_object[index].transform.GetChild(3).gameObject.GetComponent().text = GetIndex_Name(index); - slots_object[index].transform.GetChild(4).gameObject.GetComponent().text = "Other"; - } - catch - { - Debug.LogError("Couldn't update! Possible problem to this are 'index', 'GetChild' or 'GetComponent'"); - } - } - - // update_[Name] will update all index text (might come more soon) - void Update_Slotsobject() - { - try - { - for (int i = 0; i < slots_object.Count; i++) - { - slots_object[i].transform.GetChild(3).gameObject.GetComponent().text = GetIndex_Name(i); - slots_object[i].transform.GetChild(4).gameObject.GetComponent().text = "Other"; - } - } catch - { - Debug.LogError("Couldn't update! Possible problem INSIDE for loop are 'index', 'GetChild' or 'GetComponent'"); - } - } - - // Spawn_[Name] will spawn object to the game world to a specific parentObject - bool SpawnIndex_Object(int index) - { - try - { - if (GetIndex_ItemObject(index) != null) - { - currentGameObject = Instantiate(GetIndex_ItemObject(index)) as GameObject; // Pooling System on unity is way too confusing.. Ill research about it more later. - currentGameObject.transform.SetParent(parentObject.transform, false); - return true; - } - return false; - } - catch - { - Debug.LogError("Prefab could not be instantiated"); - return false; - } - } - - // removeCurrent_[Name] will remove current object if spawned any - bool RemoveCurrent_Object() - { - try - { - if (currentGameObject != null) - { - Destroy(currentGameObject); - return true; - } - return false; - } - catch - { - Debug.LogError("currentGameObject could not be destroyed"); - return false; - } - } - - // Other - // Sets up slot types for different slot placement - void setupSlot() - { - Item.ItemTypeEnum EnumBasicItem = Item.ItemTypeEnum.BasicItem; - Item.ItemTypeEnum EnumSpecialItem = Item.ItemTypeEnum.SpecialItem; - - Item.SlotTypeEnum EnumMelee = Item.SlotTypeEnum.Melee; - Item.SlotTypeEnum EnumSecondary = Item.SlotTypeEnum.Secondary; - Item.SlotTypeEnum EnumPrimary = Item.SlotTypeEnum.Primary; - Item.SlotTypeEnum EnumGrenede = Item.SlotTypeEnum.Grenede; - Item.SlotTypeEnum EnumPickprop = Item.SlotTypeEnum.Pickprop; - Item.SlotTypeEnum EnumEmpty = Item.SlotTypeEnum.Empty; - Item.SlotTypeEnum EnumSpecial = Item.SlotTypeEnum.Special; - - slotInfoArray.Add(new slotInfo(EnumBasicItem, EnumMelee)); // 1 - slotInfoArray.Add(new slotInfo(EnumBasicItem, EnumSecondary)); // 2 - slotInfoArray.Add(new slotInfo(EnumBasicItem, EnumPrimary)); // 3 - slotInfoArray.Add(new slotInfo(EnumBasicItem, EnumGrenede)); // 4 - slotInfoArray.Add(new slotInfo(EnumBasicItem, EnumPickprop)); // 5 - slotInfoArray.Add(new slotInfo(EnumBasicItem, EnumEmpty)); // 6 - slotInfoArray.Add(new slotInfo(EnumSpecialItem, EnumSpecial)); // 7 - } - - // Debug slot - void Debug_Slot() - { - for (int i = 0; i < slots.Count; i++) - { - if (slots[i] != null) - { - Debug.Log("Slot_" + i + " = " + slots[i].ItemName); - } - else - { - Debug.Log("Slot_" + i + " = Empty"); - } - } - for (int i = 0; i < slots_special.Count; i++) - { - if (slots_special[i] != null) - { - Debug.Log("Slot_" + i + " = " + slots_special[i].ItemName); - } - else - { - Debug.Log("Slot_" + i + " = Empty"); - } - } - } - - // Use this as refrence if you dont know how to use my functions - void Debug_Functions(int Type) - { - Item OLDITEM = tmp_Item; - if (Type == 0) // Using Set_[Name] - { - if (Set_Slot(tmp_Item)) - { - Debug.Log(OLDITEM.ItemName + " Has been stored!"); - tmp_Item = null; - } - else - { - Debug.Log(OLDITEM.ItemName + " Couldn't find free slot"); - } - } - else if (Type == 1) // Using SetIndex_[Name] - { - if (SetIndex_Slot(selectedSlot, tmp_Item)) - { - Debug.Log(OLDITEM.ItemName + " Has been stored and dropped old item from slot!"); - } - else - { - Debug.Log(OLDITEM.ItemName + " Does not fit for this slot, try another one!"); - } - } - } - - // Start is called before the first frame update - void Start() - { - setupSlot(); // Must setup before using any other functions - Set_Slot(tmp_Item); - Update_Slotsobject(); - - SpawnIndex_Object(0); - 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+using TMPro; + +public class InventorySlot : MonoBehaviour +{ + public float slotId; + public string itemName; + public int ammoInMag; + public int inStorageAmmo; + + [SerializeField] + private TMP_Text slotIdDisplay, itemNameDisplay, ammoCountDisplay; + + // Start is called before the first frame update + void Start() + { + slotIdDisplay.text = slotId.ToString(); + itemNameDisplay.text = itemName; + } + + public void UpdateGunAmmo() + { + ammoCountDisplay.text = ammoInMag + " + " + inStorageAmmo; + } +} diff --git a/Assets/Scripts/InventorySystem/InventorySlot.cs.meta b/Assets/Scripts/InventorySystem/InventorySlot.cs.meta new file mode 100644 index 0000000..6b92ded --- /dev/null +++ b/Assets/Scripts/InventorySystem/InventorySlot.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b034f6998f291904db4f748038540cd6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/InventorySystem/InventorySystem.cs b/Assets/Scripts/InventorySystem/InventorySystem.cs new file mode 100644 index 0000000..cd0a496 --- /dev/null +++ b/Assets/Scripts/InventorySystem/InventorySystem.cs @@ -0,0 +1,605 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Pool; +using TMPro; + +// !! ========= NOTE ========= !! + +// GetIndex_Id will return 0 as empty! +// So make sure you dont make any items with id 0 or below! + +// !! ========= NOTE ========= !! + +/*/ + * Functions available here: + * -> GetIndex_Name + * -> GetIndex_Id + * -> GetIndex_ItemType + * -> GetIndex_SlotType + * -> GetIndex_ItemObject + * -> GetIndex_Slot + * + * -> SetIndex_Slot + * -> Set_Slot + * -> RemoveIndex_Slot + * -> RemoveIndex_Slotspecial + * -> Remove_Slot + * -> Remove_Slotspecial + * + * -> UpdateIndex_Slotsobject + * -> Update_Slotsobject + * + * -> Spawn_Object + * -> RemoveCurrent_Object + * + * -> setupSlot + * + * -> Debug_Slot + * -> Debug_Functions +/*/ + +public class InventorySystem : MonoBehaviour +{ + // Used to make slots specific to what item it can accept + [System.Serializable] + class slotInfo + { + public Item Item; // Most likely wont be needed + public int slotId; // slot Id without subslots + public Item.ItemTypeEnum ItemType; + public Item.SlotTypeEnum SlotType; + public slotInfo(Item.ItemTypeEnum inputItemType, Item.SlotTypeEnum inputSlotType, float slotId) + { + ItemType = inputItemType; + SlotType = inputSlotType; + } + } + [SerializeField] + private GameObject slotPrefab; + public List inventories; + public List slotsUiObject; + [SerializeField] + private List slotInfoArray = new List(); // Used to check compatibility with items that are being stored + public int selectedSlot; + public int selectedSlot_special; + + private GameObject currentGameObject = null; // Used to check stored current GameObject to destroy it later when not used or switching item + + [System.Serializable] + public class Items + { + public float slotId; + public Item item; + } + + + [System.Serializable] + public class Inventory + { + [Tooltip("set to -1 to have it as a common inventory")] + public int specialSlotNumber; + public List items; + } + + // TMP + public Item tmp_Item; // Tmp + + + + public class GetSlotData + { + public int index; + + // GetIndex_[Name] will return specific data from specified index slot + public static string ItemName(float slotId, InventorySystem slotSystem) + { + for (int inventory = 0; inventory < slotSystem.inventories.Count; inventory++) + { + + for (int slot = 0; slot < slotSystem.inventories[inventory].items.Count; slot++) + { + if (slotSystem.inventories[inventory].items[slot].slotId == slotId) + { + return slotSystem.inventories[inventory].items[slot].item.ItemName; + } + } + + } + + return null; + } + + public static uint ItemId(float slotId, InventorySystem slotSystem) + { + for (int inventory = 0; inventory < slotSystem.inventories.Count; inventory++) + { + + for (int slot = 0; slot < slotSystem.inventories[inventory].items.Count; slot++) + { + if (slotSystem.inventories[inventory].items[slot].slotId == slotId) + { + return slotSystem.inventories[inventory].items[slot].item.ItemID; + } + } + + } + return 0; // 0 will basically mean none + } + + public static Item.ItemTypeEnum ItemType(float slotId, InventorySystem slotSystem) + { + for (int inventory = 0; inventory < slotSystem.inventories.Count; inventory++) + { + + for (int slot = 0; slot < slotSystem.inventories[inventory].items.Count; slot++) + { + if (slotSystem.inventories[inventory].items[slot].slotId == slotId) + { + return slotSystem.inventories[inventory].items[slot].item.ItemType; + } + } + + } + return Item.ItemTypeEnum.None; + } + + public static Item.SlotTypeEnum SlotType(float slotId, InventorySystem slotSystem) + { + for (int inventory = 0; inventory < slotSystem.inventories.Count; inventory++) + { + + for (int slot = 0; slot < slotSystem.inventories[inventory].items.Count; slot++) + { + if (slotSystem.inventories[inventory].items[slot].slotId == slotId) + { + return slotSystem.inventories[inventory].items[slot].item.SlotType; + } + } + + } + + return Item.SlotTypeEnum.None; + } + + public static Object ItemObject(float slotId, InventorySystem slotSystem) + { + for (int inventory = 0; inventory < slotSystem.inventories.Count; inventory++) + { + + for (int slot = 0; slot < slotSystem.inventories[inventory].items.Count; slot++) + { + if (slotSystem.inventories[inventory].items[slot].slotId == slotId) + { + return slotSystem.inventories[inventory].items[slot].item.ItemObject; + } + } + + } + return null; + } + + public static Item ItemInSlot(float slotId, InventorySystem slotSystem) + { + for (int inventory = 0; inventory < slotSystem.inventories.Count; inventory++) + { + + for (int slot = 0; slot < slotSystem.inventories[inventory].items.Count; slot++) + { + if (slotSystem.inventories[inventory].items[slot].slotId == slotId) + { + return slotSystem.inventories[inventory].items[slot].item; + } + } + + } + return null; + } + } + + public class InventoryUtilities + { + // SetIndex_[Name] will set specific data to specified index slot + public static bool SetSlotItem(float slotId, Item itemData, InventorySystem slotSystem) + { + for (int inventory = 0; inventory < slotSystem.inventories.Count; inventory++) + { + + for (int slot = 0; slot < slotSystem.inventories[inventory].items.Count; slot++) + { + if (slotSystem.slotInfoArray[slot].GetType() == typeof(slotInfo)) + { + slotInfo slotData = slotSystem.slotInfoArray[slot]; + if (slotData.ItemType == itemData.ItemType && slotData.SlotType == itemData.SlotType && slotData.slotId == slotId) + { + Item oldItem = slotSystem.inventories[inventory].items[slot].item; + Item newItem = itemData; + slotSystem.tmp_Item = oldItem; // [Insert] drop / remove function here + slotSystem.inventories[inventory].items[slot].item = newItem; + return true; + } + } + } + + } + + + return false; + } + + + // set_[Name] will check all indexes and if free, then place + public static bool Set_Slot(Item itemData, InventorySystem slotSystem) + { + + for (int inventory = 0; inventory < slotSystem.inventories.Count; inventory++) + { + + for (int slot = 0; slot < slotSystem.inventories[inventory].items.Count; slot++) + { + slotInfo slotData = slotSystem.slotInfoArray[inventory]; + if (slotData.ItemType == itemData.ItemType && slotData.SlotType == itemData.SlotType) + { + slotSystem.inventories[inventory].items[slot].item = itemData; + return true; + } + } + + } + return false; + } + + // removeIndex_[Name] will remove specific index from slot + public static bool RemoveIndex_Item(float slotId, InventorySystem slotSystem) + { + + for (int inventory = 0; inventory < slotSystem.inventories.Count; inventory++) + { + + for (int slot = 0; slot < slotSystem.inventories[inventory].items.Count; slot++) + { + if (slotSystem.inventories[inventory].items[slot].item != null) + { + slotSystem.inventories[inventory].items[slot].item = null; + return true; + } + } + + } + return false; + } + + // remove_[Name] will remove all items from slot + public static bool Remove_Slot(InventorySystem slotSystem) + { + try + { + for (int i = 0; i < slotSystem.inventories.Count; i++) + { + slotSystem.inventories[i] = null; + } + return true; + } + catch + { + return false; + } + } + } + + + + + // updateIndex_[Name] will update specified index text (might come more soon) + void UpdateIndex_Slotsobject(float slotId) + { + try + { + //slots_object[index].transform.GetChild(3).gameObject.GetComponent().text = GetSlotData.ItemName(index, this); + //slots_object[index].transform.GetChild(4).gameObject.GetComponent().text = "Other"; + } + catch + { + Debug.LogError("Couldn't update! Possible problem to this are 'index', 'GetChild' or 'GetComponent'"); + } + } + + // update_[Name] will update all index text (might come more soon) + public void Update_Slotsobject() + { + if (slotsUiObject == null) + { + foreach (GameObject slot in slotsUiObject) + { + Destroy(slot); + } + } + + + try + { + for (int inventory = 0; inventory < inventories.Count; inventory++) + { + var currentInventory = inventories[inventory]; + + switch (currentInventory.specialSlotNumber) + { + default: + for (int item = 0; item < inventories[inventory].items.Count; item++) + { + InventorySlot slotData; + GameObject slot; + + var currentItem = inventories[inventory].items[item]; + + slot = Instantiate(slotPrefab); + + slotData = slot.GetComponent(); + + slot.transform.SetParent(gameObject.transform, false); + + slotData.slotId = currentItem.slotId; + slotData.itemName = currentItem.item.ItemName; + + slotsUiObject.Add(slot); + + switch (currentItem.slotId) + { + case 1: + slotInfoArray.Add(new slotInfo(Item.ItemTypeEnum.BasicItem, Item.SlotTypeEnum.Melee, 1)); + break; + case 2: + slotInfoArray.Add(new slotInfo(Item.ItemTypeEnum.BasicItem, Item.SlotTypeEnum.Secondary, 2)); + break; + case 3: + slotInfoArray.Add(new slotInfo(Item.ItemTypeEnum.BasicItem, Item.SlotTypeEnum.Primary, 3)); + break; + case 4: + slotInfoArray.Add(new slotInfo(Item.ItemTypeEnum.BasicItem, Item.SlotTypeEnum.Grenede, 4)); + break; + case 5: + slotInfoArray.Add(new slotInfo(Item.ItemTypeEnum.BasicItem, Item.SlotTypeEnum.Pickprop, 5)); + break; + case 6: + slotInfoArray.Add(new slotInfo(Item.ItemTypeEnum.BasicItem, Item.SlotTypeEnum.Empty, 6)); + break; + + } + } + break; + + case 7: + for (int item = 0; item < inventories[inventory].items.Count; item++) + { + InventorySlot slotData; + GameObject slot; + + var currentItem = inventories[inventory].items[item]; + + slot = Instantiate(slotPrefab); + + slot.transform.SetParent(gameObject.transform, false); + + slotData = slot.GetComponent(); + + slotData.slotId = currentItem.slotId; + slotData.itemName = currentItem.item.ItemName; + + slotsUiObject.Add(slot); + + for (int i = 0; i < inventories[inventory].items.Count; i++) + { + slotInfoArray.Add(new slotInfo(Item.ItemTypeEnum.BasicItem, Item.SlotTypeEnum.Melee, currentItem.slotId)); + } + + } + break; + + case 8: + for (int item = 0; item < inventories[inventory].items.Count; item++) + { + InventorySlot slotData; + GameObject slot; + + var currentItem = inventories[inventory].items[item]; + + slot = Instantiate(slotPrefab); + + slot.transform.SetParent(gameObject.transform, false); + + slotData = slot.GetComponent(); + + slotData.slotId = currentItem.slotId; + slotData.itemName = currentItem.item.ItemName; + + slotsUiObject.Add(slot); + + for (int i = 0; i < inventories[inventory].items.Count; i++) + { + slotInfoArray.Add(new slotInfo(Item.ItemTypeEnum.BasicItem, Item.SlotTypeEnum.Melee, currentItem.slotId)); + } + + } + break; + + case 9: + for (int item = 0; item < inventories[inventory].items.Count; item++) + { + InventorySlot slotData; + GameObject slot; + + var currentItem = inventories[inventory].items[item]; + + slot = Instantiate(slotPrefab); + + slot.transform.SetParent(gameObject.transform, false); + + slotData = slot.GetComponent(); + + slotData.slotId = currentItem.slotId; + slotData.itemName = currentItem.item.ItemName; + + slotsUiObject.Add(slot); + + for (int i = 0; i < inventories[inventory].items.Count; i++) + { + slotInfoArray.Add(new slotInfo(Item.ItemTypeEnum.BasicItem, Item.SlotTypeEnum.Melee, currentItem.slotId)); + } + + } + break; + } + + + } + } + catch + { + Debug.LogError("Couldn't update! Possible problem INSIDE for loop are 'index', 'GetChild' or 'GetComponent'"); + } + } + + // Spawn_[Name] will spawn object to the game world to a specific parentObject + public bool SpawnIndex_Object(float slotId) + { + + + try + { + bool result = false; + + if (GetSlotData.ItemObject(slotId, this) != null) + { + for (int inventory = 0; inventory < inventories.Count; inventory++) + { + + for (int slot = 0; slot < inventories[inventory].items.Count; slot++) + { + if (inventories[inventory].items[slot].slotId == slotId) + { + Debug.Log("Found slot id of " + slotId + " in inventory " + inventory + " on slot " + slot); + + currentGameObject = Instantiate(GetSlotData.ItemObject(slotId, this)) as GameObject; // Pooling System in unity is way too confusing.. Ill research about it more later. + currentGameObject.transform.SetParent(transform, false); + } + } + + } + + result = true; + } + + return result; + } + catch + { + Debug.LogError("Prefab could not be instantiated"); + return false; + } + } + + // removeCurrent_[Name] will remove current object if spawned any + public bool RemoveCurrent_Object() + { + try + { + if (currentGameObject != null) + { + Destroy(currentGameObject); + return true; + } + return false; + } + catch + { + Debug.LogError("currentGameObject could not be destroyed"); + return false; + } + } + + // Other + // Sets up slot types for different slot placement + void setupSlot() + { + Item.ItemTypeEnum EnumBasicItem = Item.ItemTypeEnum.BasicItem; + Item.ItemTypeEnum EnumSpecialItem = Item.ItemTypeEnum.SpecialItem; + + Item.SlotTypeEnum EnumMelee = Item.SlotTypeEnum.Melee; + Item.SlotTypeEnum EnumSecondary = Item.SlotTypeEnum.Secondary; + Item.SlotTypeEnum EnumPrimary = Item.SlotTypeEnum.Primary; + Item.SlotTypeEnum EnumGrenede = Item.SlotTypeEnum.Grenede; + Item.SlotTypeEnum EnumPickprop = Item.SlotTypeEnum.Pickprop; + Item.SlotTypeEnum EnumEmpty = Item.SlotTypeEnum.Empty; + Item.SlotTypeEnum EnumSpecial = Item.SlotTypeEnum.Special; + + slotInfoArray.Add(new slotInfo(EnumBasicItem, EnumMelee, 1)); // 1 + slotInfoArray.Add(new slotInfo(EnumBasicItem, EnumSecondary, 2)); // 2 + slotInfoArray.Add(new slotInfo(EnumBasicItem, EnumPrimary, 3)); // 3 + slotInfoArray.Add(new slotInfo(EnumBasicItem, EnumGrenede, 4)); // 4 + slotInfoArray.Add(new slotInfo(EnumBasicItem, EnumPickprop, 5)); // 5 + slotInfoArray.Add(new slotInfo(EnumBasicItem, EnumEmpty, 6)); // 6 + slotInfoArray.Add(new slotInfo(EnumSpecialItem, EnumSpecial, 7)); // 7 + slotInfoArray.Add(new slotInfo(EnumSpecialItem, EnumSpecial, 8)); // 7 + slotInfoArray.Add(new slotInfo(EnumSpecialItem, EnumSpecial, 9)); // 7 + } + + // Debug slot + void Debug_Slot() + { + for (int iinventory = 0; iinventory < inventories.Count; iinventory++) + { + if (inventories[iinventory] != null) + { + Debug.Log("Slot_" + iinventory + " = " + inventories[iinventory].items.Count); + } + else + { + Debug.Log("Slot_" + iinventory + " = Empty"); + } + } + + } + + // Use this as refrence if you dont know how to use my functions + void Debug_Functions(int Type) + { + Item OLDITEM = tmp_Item; + if (Type == 0) // Using Set_[Name] + { + if (InventoryUtilities.Set_Slot(tmp_Item, this)) + { + Debug.Log(OLDITEM.ItemName + " Has been stored!"); + tmp_Item = null; + } + else + { + Debug.Log(OLDITEM.ItemName + " Couldn't find free slot"); + } + } + else if (Type == 1) // Using SetIndex_[Name] + { + if (InventoryUtilities.SetSlotItem(selectedSlot, tmp_Item, this)) + { + Debug.Log(OLDITEM.ItemName + " Has been stored and dropped old item from slot!"); + } + else + { + Debug.Log(OLDITEM.ItemName + " Does not fit for this slot, try another one!"); + } + } + } + + // Start is called before the first frame update + void Start() + { + //setupSlot(); // Must setup before using any other functions + //InventoryUtilities.Set_Slot(tmp_Item, this); + Update_Slotsobject(); + + SpawnIndex_Object(0); + //RemoveCurrent_Object(); + + Debug.Log(GetSlotData.ItemName(7.1f, this)); + + } +} \ No newline at end of file diff --git a/Assets/(New) Items/SlotSystem.cs.meta b/Assets/Scripts/InventorySystem/InventorySystem.cs.meta similarity index 100% rename from Assets/(New) Items/SlotSystem.cs.meta rename to Assets/Scripts/InventorySystem/InventorySystem.cs.meta diff --git a/Assets/Scripts/(New)/Item.cs b/Assets/Scripts/InventorySystem/Item.cs similarity index 75% rename from Assets/Scripts/(New)/Item.cs rename to Assets/Scripts/InventorySystem/Item.cs index 0cf05b1..fd6bbc9 100644 --- a/Assets/Scripts/(New)/Item.cs +++ b/Assets/Scripts/InventorySystem/Item.cs @@ -3,7 +3,7 @@ using System.Collections.Generic; using UnityEngine; // Rename it later if you wish to -[CreateAssetMenu(fileName = "Item", menuName = "InventorySystem")] +[CreateAssetMenu(fileName = "Item", menuName = "OpenCodeBox/Player/Item")] public class Item : ScriptableObject { public enum ItemTypeEnum @@ -29,6 +29,7 @@ public class Item : ScriptableObject public uint ItemID; public ItemTypeEnum ItemType = new ItemTypeEnum(); public SlotTypeEnum SlotType = new SlotTypeEnum(); + public int UsedSpecialSlotNumber; //used to determine which special slot to use when storing in inventory (in case it's a common item then set it to -1) public Object ItemObject; } diff --git a/Assets/Scripts/(New)/Item.cs.meta b/Assets/Scripts/InventorySystem/Item.cs.meta similarity index 100% rename from Assets/Scripts/(New)/Item.cs.meta rename to Assets/Scripts/InventorySystem/Item.cs.meta