From 884103d805270bd776b7a485d9431401c0c05594 Mon Sep 17 00:00:00 2001 From: miepzerino <o.skotnik@gmail.com> Date: Sun, 30 Mar 2025 18:50:13 +0000 Subject: [PATCH] #16 added ores to player inventory #14 show inventory in UI --- Assets/InputSystem.inputsettings.asset | 36 ++ Assets/Scripts/Inventory/InventoryDisplay.cs.meta | 11 Assets/Scripts/PlayerController.cs | 2 Assets/Scripts/Events/GameStateEvents.cs.meta | 11 Assets/Scenes/GameplayScene.unity | 356 +++++++++------------------ Assets/Scripts/Events/GameStateEvents.cs | 11 Assets/Scripts/Inventory/InventoryDisplay.cs | 163 ++++++++++++ Assets/Characters/Player/GrayNinja/PlayerInputActions.inputactions | 31 ++ ProjectSettings/EditorBuildSettings.asset | 3 Assets/Scripts/Inventory/Inventory.cs | 23 + Assets/Scripts/Managers/GameManager.cs | 32 ++ Assets/Scripts/PauseMenu.cs | 24 - Assets/Scripts/Drilling/Dropable.cs | 2 Assets/TileSets/Palettes/DrillIronOre.prefab | 2 Assets/InputSystem.inputsettings.asset.meta | 8 Assets/Prefabs/UI/ItemUI.prefab | 6 16 files changed, 445 insertions(+), 276 deletions(-) diff --git a/Assets/Characters/Player/GrayNinja/PlayerInputActions.inputactions b/Assets/Characters/Player/GrayNinja/PlayerInputActions.inputactions index de093a3..1d4f10f 100644 --- a/Assets/Characters/Player/GrayNinja/PlayerInputActions.inputactions +++ b/Assets/Characters/Player/GrayNinja/PlayerInputActions.inputactions @@ -358,6 +358,15 @@ "processors": "", "interactions": "", "initialStateCheck": false + }, + { + "name": "Inventory", + "type": "Button", + "id": "b425611e-206f-4a50-938e-ad263b5330a1", + "expectedControlType": "Button", + "processors": "", + "interactions": "", + "initialStateCheck": false } ], "bindings": [ @@ -789,6 +798,28 @@ "action": "Escape", "isComposite": false, "isPartOfComposite": false + }, + { + "name": "", + "id": "1438d6b5-7319-4660-86b3-d9d61e833179", + "path": "<Keyboard>/b", + "interactions": "", + "processors": "", + "groups": "Keyboard&Mouse", + "action": "Inventory", + "isComposite": false, + "isPartOfComposite": false + }, + { + "name": "", + "id": "e7cd7446-649d-436b-bafd-13577f40d4cc", + "path": "<Keyboard>/i", + "interactions": "", + "processors": "", + "groups": "Keyboard&Mouse", + "action": "Inventory", + "isComposite": false, + "isPartOfComposite": false } ] } diff --git a/Assets/InputSystem.inputsettings.asset b/Assets/InputSystem.inputsettings.asset new file mode 100644 index 0000000..170571f --- /dev/null +++ b/Assets/InputSystem.inputsettings.asset @@ -0,0 +1,36 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: c46f07b5ed07e4e92aa78254188d3d10, type: 3} + m_Name: InputSystem.inputsettings + m_EditorClassIdentifier: + m_SupportedDevices: [] + m_UpdateMode: 1 + m_MaxEventBytesPerUpdate: 5242880 + m_MaxQueuedEventsPerUpdate: 1000 + m_CompensateForScreenOrientation: 1 + m_BackgroundBehavior: 0 + m_EditorInputBehaviorInPlayMode: 0 + m_DefaultDeadzoneMin: 0.125 + m_DefaultDeadzoneMax: 0.925 + m_DefaultButtonPressPoint: 0.5 + m_ButtonReleaseThreshold: 0.75 + m_DefaultTapTime: 0.2 + m_DefaultSlowTapTime: 0.5 + m_DefaultHoldTime: 0.4 + m_TapRadius: 5 + m_MultiTapDelayTime: 0.75 + m_DisableRedundantEventsMerging: 0 + m_ShortcutKeysConsumeInputs: 0 + m_iOSSettings: + m_MotionUsage: + m_Enabled: 0 + m_Description: diff --git a/Assets/InputSystem.inputsettings.asset.meta b/Assets/InputSystem.inputsettings.asset.meta new file mode 100644 index 0000000..5a23145 --- /dev/null +++ b/Assets/InputSystem.inputsettings.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7e04de496fcdd9940a7686f07b3ded72 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prefabs/UI/ItemUI.prefab b/Assets/Prefabs/UI/ItemUI.prefab index 5d7b568..25f99f1 100644 --- a/Assets/Prefabs/UI/ItemUI.prefab +++ b/Assets/Prefabs/UI/ItemUI.prefab @@ -109,7 +109,7 @@ - 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public GameObject dropable; + public Item dropable; } diff --git a/Assets/Scripts/Events/GameStateEvents.cs b/Assets/Scripts/Events/GameStateEvents.cs new file mode 100644 index 0000000..deed42d --- /dev/null +++ b/Assets/Scripts/Events/GameStateEvents.cs @@ -0,0 +1,11 @@ +using Assets.Scripts.Enums; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; + +public class GameStateEvents : MonoBehaviour +{ + //public static UnityAction<bool> gameStatePauseChanged; + public static UnityAction inventoryChanged; +} diff --git a/Assets/Scripts/Events/GameStateEvents.cs.meta b/Assets/Scripts/Events/GameStateEvents.cs.meta new file mode 100644 index 0000000..3098e70 --- /dev/null +++ b/Assets/Scripts/Events/GameStateEvents.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aaf3d56a97bf2d442949a8bbb606d4fb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Inventory/Inventory.cs b/Assets/Scripts/Inventory/Inventory.cs index a8a59b5..edb224e 100644 --- a/Assets/Scripts/Inventory/Inventory.cs +++ b/Assets/Scripts/Inventory/Inventory.cs @@ -23,33 +23,37 @@ public bool AddItem(Item item, int quantity = 1) { if (items.Count >= maxInventorySize && !item.isStackable) + { + //TODO: Show inventory full message + Debug.Log("Inventory is full"); return false; + } InventorySlot existingSlot = items.Find(slot => slot.item.itemName == item.itemName); - if (existingSlot != null && item.isStackable) { + //Add to existing stack if (existingSlot.quantity + quantity <= item.maxStackSize) { existingSlot.quantity += quantity; - return true; } else { int remainingQuantity = item.maxStackSize - existingSlot.quantity; existingSlot.quantity = item.maxStackSize; - return AddItem(item, quantity - remainingQuantity); + //TODO: Show inventory overflow message + Debug.Log("Inventory overflow"); + existingSlot.quantity += remainingQuantity; } + } else { - if (items.Count < maxInventorySize) - { - items.Add(new InventorySlot(item, quantity)); - return true; - } - return false; + //Add new item to inventory + items.Add(new InventorySlot(item, quantity)); } + GameStateEvents.inventoryChanged?.Invoke(); + return true; } public void RemoveItem(Item item, int quantity = 1) @@ -67,6 +71,7 @@ items.Remove(existingSlot); } } + GameStateEvents.inventoryChanged?.Invoke(); } } diff --git a/Assets/Scripts/Inventory/InventoryDisplay.cs b/Assets/Scripts/Inventory/InventoryDisplay.cs new file mode 100644 index 0000000..7ca2098 --- /dev/null +++ b/Assets/Scripts/Inventory/InventoryDisplay.cs @@ -0,0 +1,163 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using TMPro; +using UnityEngine; +using UnityEngine.InputSystem; +using UnityEngine.UI; + +public class InventoryDisplay : MonoBehaviour +{ + private GameObject _playerGO; + private Inventory inventory; + public GameObject inventoryPanel; + public GameObject itemContent; + public GameObject itemUIPrefab; + + public List<GameObject> itemUIs = new List<GameObject>(); + + public GameObject PlayerGO + { + get + { + if (_playerGO == null) + { + _playerGO = GameObject.Find("Player"); + } + return _playerGO; + } + private set { _playerGO = value; } + } + + private void Awake() + { + PlayerGO = GameObject.Find("Player"); + inventory = _playerGO.GetComponent<Inventory>(); + //originalRect = healthImage.rectTransform.rect; + } + private void OnEnable() + { + GameStateEvents.inventoryChanged += UpdateItemContentList; + } + private void OnDisable() + { + GameStateEvents.inventoryChanged -= UpdateItemContentList; + } + + + public void OnInventoryButtonPressed(InputAction.CallbackContext context) + { + //TODO: Delete this + //if (context.started) + //{ + // ResumeOrPauseGame(GameManager.GameIsPaused); + //} + if (context.started) + { + inventoryPanel.SetActive(!inventoryPanel.activeSelf); + if (inventoryPanel.activeSelf) + { + GenerateItemContentList(); + } + else + { + ClearItemContentList(); + } + } + } + + //TODO: Delete this + //private void ResumeOrPauseGame(bool resume) + //{ + // if (resume) + // { + // ResumeWithMenu(); + // } + // else + // { + // PauseWithMenu(); + // } + //} + + + //TODO: Delete this + //private void ResumeWithMenu() + //{ + // GameManager.ResumeGame(); + // inventoryPanel.SetActive(false); + // ClearItemContentList(); + //} + + //TODO: Delete this + //private void PauseWithMenu() + //{ + // GameManager.PauseGame(); + // inventoryPanel.SetActive(true); + // GenerateItemContentList(); + //} + + private void GenerateItemContentList() + { + inventory.items?.ForEach(slot => + { + GameObject itemUI = Instantiate(itemUIPrefab, itemContent.transform); + itemUI.transform.Find("ItemName").GetComponent<TextMeshProUGUI>().text = slot.item.itemName; + itemUI.transform.Find("ItemQuantity").GetComponent<TextMeshProUGUI>().text = slot.quantity.ToString() + "x"; + itemUI.transform.Find("ItemIcon").GetComponent<Image>().sprite = slot.item.itemIcon; + itemUIs.Add(itemUI); + }); + } + + private void UpdateItemContentList() + { + // First, deactivate all existing itemUIs + itemUIs.ForEach(itemUI => itemUI.SetActive(false)); + + // Keep track of which UI elements we've used + int currentIndex = 0; + + inventory.items.ForEach(slot => + { + GameObject itemUI; + + // Reuse existing UI element if available + if (currentIndex < itemUIs.Count) + { + itemUI = itemUIs[currentIndex]; + itemUI.SetActive(true); + } + else + { + // Create new UI element if needed + itemUI = Instantiate(itemUIPrefab, itemContent.transform); + itemUIs.Add(itemUI); + } + + // Update the UI elements + itemUI.transform.Find("ItemName").GetComponent<TextMeshProUGUI>().text = slot.item.itemName; + itemUI.transform.Find("ItemQuantity").GetComponent<TextMeshProUGUI>().text = slot.quantity.ToString() + "x"; + itemUI.transform.Find("ItemIcon").GetComponent<Image>().sprite = slot.item.itemIcon; + + currentIndex++; + }); + + // Remove any excess UI elements + if (currentIndex < itemUIs.Count) + { + for (int i = itemUIs.Count - 1; i >= currentIndex; i--) + { + Destroy(itemUIs[i]); + itemUIs.RemoveAt(i); + } + } + } + + private void ClearItemContentList() + { + itemUIs.ForEach(itemUI => + { + Destroy(itemUI); + }); + itemUIs.Clear(); + } +} diff --git a/Assets/Scripts/Inventory/InventoryDisplay.cs.meta b/Assets/Scripts/Inventory/InventoryDisplay.cs.meta new file mode 100644 index 0000000..ae00741 --- /dev/null +++ b/Assets/Scripts/Inventory/InventoryDisplay.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 83ed442b2279fb147b128b439a8c63aa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs index 83a4f31..e0670dd 100644 --- a/Assets/Scripts/Managers/GameManager.cs +++ b/Assets/Scripts/Managers/GameManager.cs @@ -10,6 +10,8 @@ public class GameManager : SettingsManager { + public static bool GameIsPaused = false; + public GameObject damageTextPrefab; public GameObject healthTextPrefab; public Canvas playerUI; @@ -24,6 +26,7 @@ private void Awake() { + GameIsPaused = false; SoundManager.instance.ChangeMusic(SoundName.MusicHappy); LoadTileMaps(SaveSystem.isGameLoaded); } @@ -32,7 +35,7 @@ private void LoadTileMaps(bool loadFromSave) { generateTileMap = tilemap.GetComponent<GenerateTileMap>(); - pauseMenuUI.GetComponent<PauseMenu>().Pause(); + PauseGame(); levelChanger.GetComponent<Animator>().SetBool("SceneLoading", true); if (loadFromSave) { @@ -67,7 +70,7 @@ } public void GameLoaded() { - pauseMenuUI.GetComponent<PauseMenu>().Resume(); + ResumeGame(); pauseMenuUI.GetComponent<Animator>().SetTrigger("GameLoaded"); } @@ -140,9 +143,12 @@ if (tileGameObject?.GetComponent<Dropable>()?.isDropable ?? false) { // Change no drops, only inventory - Instantiate(tileGameObject?.GetComponent<Dropable>().dropable, cellWorldPosition, Quaternion.identity, pickups.transform); - //Debug.Log(.name); - + //Instantiate(tileGameObject?.GetComponent<Dropable>().dropable, cellWorldPosition, Quaternion.identity, pickups.transform); + Inventory playerInventory = contact.rigidbody.gameObject.GetComponent<Inventory>(); + if (playerInventory != null) + { + playerInventory.AddItem(tileGameObject?.GetComponent<Dropable>().dropable); + } } tilemap.SetTile(cellCoord, null); destroyedTiles.Add(cellCoord); @@ -156,4 +162,20 @@ } #endregion + + #region GameState + + public static void PauseGame() + { + Time.timeScale = 0f; + GameIsPaused = true; + //GameStateEvents.gameStatePauseChanged.Invoke(GameIsPaused); + } + public static void ResumeGame() + { + Time.timeScale = 1f; + GameIsPaused = false; + //GameStateEvents.gameStatePauseChanged.Invoke(GameIsPaused); + } + #endregion } diff --git a/Assets/Scripts/PauseMenu.cs b/Assets/Scripts/PauseMenu.cs index 630aa70..7227f6f 100644 --- a/Assets/Scripts/PauseMenu.cs +++ b/Assets/Scripts/PauseMenu.cs @@ -7,7 +7,6 @@ public class PauseMenu : MonoBehaviour { - public static bool GameIsPaused = false; public GameObject pauseMenuUI; public GameObject settingsMenuUI; @@ -18,14 +17,13 @@ private void Awake() { animator = GetComponent<Animator>(); - GameIsPaused = false; } public void OnEscapedPressed(InputAction.CallbackContext context) { if (context.started) { - ResumeOrPauseGame(GameIsPaused); + ResumeOrPauseGame(GameManager.GameIsPaused); } } @@ -43,32 +41,22 @@ private void ResumeWithMenu() { - // TODO make it dynamic (whichever UI is activ set it to falsen when unpaused) + // TODO make it dynamic (whichever UI is activ set it to false when unpaused) + GameManager.ResumeGame(); pausePanel.SetActive(false); - Resume(); - } - public void Resume() - { - Time.timeScale = 1f; - GameIsPaused = false; } private void PauseWithMenu() { + GameManager.PauseGame(); settingsMenuUI.SetActive(false); pauseMenuUI.SetActive(true); pausePanel.SetActive(true); - Pause(); - } - public void Pause() - { - Time.timeScale = 0f; - GameIsPaused = true; } public void OnResumeClicked() { - Resume(); + GameManager.ResumeGame(); } public void OnGameSaveClicked() @@ -97,7 +85,7 @@ public void OnExitClicked() { - Resume(); + GameManager.ResumeGame(); SceneManager.LoadScene("MainMenu"); } diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index 4447e1b..406f720 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -136,7 +136,7 @@ { get { - return animator.GetBool(AnimationStrings.canMove) && !PauseMenu.GameIsPaused && !IsDrilling; + return animator.GetBool(AnimationStrings.canMove) && !GameManager.GameIsPaused && !IsDrilling; } } diff --git a/Assets/TileSets/Palettes/DrillIronOre.prefab b/Assets/TileSets/Palettes/DrillIronOre.prefab index a1c226e..bec7d18 100644 --- a/Assets/TileSets/Palettes/DrillIronOre.prefab +++ b/Assets/TileSets/Palettes/DrillIronOre.prefab @@ -59,4 +59,4 @@ m_Name: m_EditorClassIdentifier: isDropable: 1 - dropable: {fileID: 2334861655815823944, guid: cd5330e6f2360684bbdaec64d8423c1d, type: 3} + dropable: {fileID: 7215668260114684477, guid: ead8eea59ce41c244814a994365e1129, type: 3} diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index 70f1ea2..264dd27 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -14,4 +14,5 @@ - enabled: 0 path: Assets/Scenes/LoadingScene.unity guid: 196356abeef14804ca19d775065d69ce - m_configObjects: {} + m_configObjects: + com.unity.input.settings: {fileID: 11400000, guid: 7e04de496fcdd9940a7686f07b3ded72, type: 2} -- Gitblit v1.9.3