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Inventory.cs
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284 lines (215 loc) · 6.65 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class Inventory : MonoBehaviour
{
//SLOTINDEX OF SELECTED ITEM/SLOT
public int selectItem;
public int selectSlot;
public int selectHot;
//ITEM ARRAYS
public List<Item> items;
public List<Item> slots;
public List<Item> hots;
//ITEMSLOT PARENTS
[SerializeField] Transform itemsParent;
[SerializeField] Transform slotsParent;
[SerializeField] Transform hotParent;
//ITEMSLOT OBJECT ARRAYS
public ItemSlot[] itemSlots;
public ItemSlot[] slotSlots;
public ItemSlot[] hotSlots;
public Image uiHotspot;
public InventoryStorage inventoryStorage;
//IN-INVENTORY ITEM TEXT ELEMENTS
public TextMeshProUGUI itemName;
public TextMeshProUGUI itemDescription;
public Image itemImage;
void Start()
{
if(inventoryStorage == null)
{
inventoryStorage = transform.GetChild(0).GetComponent<InventoryStorage>();
}
}
private void OnValidate()
{
if (itemsParent != null)
{
itemSlots = itemsParent.GetComponentsInChildren<ItemSlot>();
}
if (slotsParent != null)
{
slotSlots = slotsParent.GetComponentsInChildren<ItemSlot>();
}
RefreshUI();
}
public void RefreshUI()
{
/*
for (int z = 0; z < itemSlots.Length; z++)
{
if(items[z] != null)
{
if (items[z].uses == 0)
{
items[z] = null;
}
}
}
for (int z = 0; z < slotSlots.Length; z++)
{
if(slots[z] != null)
{
if (slots[z].uses == 0)
{
slots[z] = null;
}
}
}
*/
int i = 0;
for (; i < items.Count && i < itemSlots.Length; i++)
{
itemSlots[i].Item = items[i];
itemSlots[i].GetComponent<Image>().color = new Color(1, 1, 1, 1);
}
for (; i < itemSlots.Length; i++)
{
itemSlots[i].Item = null;
}
int j = 0;
for (; j < slots.Count && j < slotSlots.Length; j++)
{
slotSlots[j].Item = slots[j];
slotSlots[j].GetComponent<Image>().color = new Color(1, 1, 1, 1);
}
for (; j < slotSlots.Length; j++)
{
slotSlots[j].Item = null;
}
int k = 0;
for (; k < hots.Count && k < hotSlots.Length; k++)
{
hotSlots[k].Item = hots[k];
//hotSlots[k].GetComponent<Image>().color = new Color(1, 1, 1, 1);
}
for (; k < hotSlots.Length; k++)
{
hotSlots[k].Item = null;
}
//&& itemSlots[selectItem].GetComponent<Image>().sprite != null
if (selectItem != -1 )
{
itemSlots[selectItem].GetComponent<Image>().color = Color.red;
}
//&& slotSlots[selectSlot].GetComponent<Image>().sprite != null
if (selectSlot != -1 )
{
slotSlots[selectSlot].GetComponent<Image>().color = Color.red;
}
if(hots[0] != null)
{
uiHotspot.enabled = true;
uiHotspot.sprite = hots[0].Icon;
}
else
{
uiHotspot.enabled = false;
}
if (GameObject.Find("InventoryManager") != null)
{
if (GameObject.Find("InventoryManager").GetComponent<InventoryManager>() != null)
{
AssignToManager();
}
}
}
public void RewriteItemDescription(int index)
{
itemDescription.text = inventoryStorage.descriptionFromIndex(index);
itemImage.sprite = inventoryStorage.itemList[index].Icon;
itemName.text = inventoryStorage.itemList[index].ItemName;
}
public void AssignToManager()
{
if (GameObject.Find("InventoryManager") != null)
{
for (int j = 0; j < items.Count; j++)
{
if(items[j] == null)
{
GameObject.Find("InventoryManager").GetComponent<InventoryManager>().inventory[j] = -1;
}
else
{
GameObject.Find("InventoryManager").GetComponent<InventoryManager>().inventory[j] = items[j].index;
}
}
for (int j = 0; j < slots.Count; j++)
{
if (slots[j] == null)
{
GameObject.Find("InventoryManager").GetComponent<InventoryManager>().slotInventory[j] = -1;
}
else
{
GameObject.Find("InventoryManager").GetComponent<InventoryManager>().slotInventory[j] = slots[j].index;
}
}
for (int j = 0; j < hots.Count; j++)
{
if (hots[j] == null)
{
GameObject.Find("InventoryManager").GetComponent<InventoryManager>().hotInventory[j] = -1;
}
else
{
GameObject.Find("InventoryManager").GetComponent<InventoryManager>().hotInventory[j] = hots[j].index;
}
}
}
}
public void PickUp(int index)
{
int end = -1;
for(int i = 0; i < items.Count; i++)
{
if(items[i] == null)
{
end = i;
i = items.Count;
}
}
if(end != -1)
{
items[end] = transform.GetChild(0).GetComponent<InventoryStorage>().itemList[index];
}
else
{
print("Error: Inventory is full");
}
RefreshUI();
AssignToManager();
}
public void Drop(int slotIndex)
{
items[slotIndex] = null;
RefreshUI();
AssignToManager();
}
public void ClearSlot(int slotIndex)
{
items[slotIndex] = null;
RefreshUI();
AssignToManager();
}
public void ClearHotSlot(int slotIndex)
{
hots[slotIndex] = null;
RefreshUI();
AssignToManager();
}
}