494 lines
17 KiB
C#
494 lines
17 KiB
C#
using System.Collections.Generic;
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using System.Text;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.UI;
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namespace Invector.vItemManager
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{
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[vClassHeader("Equip Area", openClose = false)]
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public class vEquipArea : vMonoBehaviour
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{
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public delegate void OnPickUpItem(vEquipArea area, vItemSlot slot);
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public OnPickUpItem onPickUpItemCallBack;
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public vInventory inventory;
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public vItemWindow itemPicker;
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[Tooltip("Set current equiped slot when submit an slot of this area")]
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public bool setEquipSlotWhenSubmit;
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[Tooltip("Skip empty slots when switching between slots")]
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public bool skipEmptySlots;
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public List<vEquipSlot> equipSlots;
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public string equipPointName;
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public Text displayNameText;
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public Text displayTypeText;
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public Text displayAmountText;
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public Text displayDescriptionText;
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public Text displayAttributesText;
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[vHelpBox("You can ignore display Attributes using this property")]
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public List<vItemAttributes> ignoreAttributes;
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public UnityEngine.Events.UnityEvent onInitPickUpItem, onFinishPickUpItem;
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public InputField.OnChangeEvent onChangeName;
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public InputField.OnChangeEvent onChangeType;
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public InputField.OnChangeEvent onChangeAmount;
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public InputField.OnChangeEvent onChangeDescription;
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public InputField.OnChangeEvent onChangeAttributes;
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public OnChangeEquipmentEvent onEquipItem;
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public OnChangeEquipmentEvent onUnequipItem;
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public OnSelectEquipArea onSelectEquipArea;
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public UnityEngine.UI.Toggle.ToggleEvent onSetLockToEquip;
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[HideInInspector]
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public vEquipSlot currentSelectedSlot;
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public vEquipSlot lastSelectedSlot;
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[HideInInspector]
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public int indexOfEquippedItem;
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public vItem lastEquipedItem;
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protected bool _isLockedToEquip;
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public bool isLockedToEquip
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{
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get
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{
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return _isLockedToEquip;
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}
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set
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{
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if (_isLockedToEquip != value) onSetLockToEquip.Invoke(value);
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_isLockedToEquip = value;
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}
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}
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public bool ignoreEquipEvents;
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/// <summary>
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/// used to ignore <see cref="onEquipItem"/> event. if true, the inventory will just add the equipment to area but dont will send to Equip the item. you will nedd to call <see cref="EquipCurrentSlot"/> to equip the item in the area.
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/// </summary>
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internal bool isInit;
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public void Init()
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{
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if (!isInit) Start();
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}
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void Start()
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{
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if (!isInit)
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{
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isInit = true;
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//indexOfEquipedItem = -1;
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inventory = GetComponentInParent<vInventory>();
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if (equipSlots.Count == 0)
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{
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var equipSlotsArray = GetComponentsInChildren<vEquipSlot>(true);
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equipSlots = equipSlotsArray.vToList();
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}
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foreach (vEquipSlot slot in equipSlots)
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{
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slot.onSubmitSlotCallBack = OnSubmitSlot;
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slot.onSelectSlotCallBack = OnSelectSlot;
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slot.onDeselectSlotCallBack = OnDeselect;
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onSetLockToEquip.AddListener(slot.SetLockToEquip);
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if (slot.displayAmountText) slot.displayAmountText.text = "";
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slot.onChangeAmount.Invoke("");
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}
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}
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}
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/// <summary>
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/// Current Equipped Slot
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/// </summary>
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public vEquipSlot currentEquippedSlot
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{
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get
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{
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return equipSlots[indexOfEquippedItem];
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}
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}
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/// <summary>
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/// Item in Current Equipped Slot
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/// </summary>
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public vItem currentEquippedItem
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{
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get
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{
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var validEquipSlots = ValidSlots;
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if (validEquipSlots.Count > 0 && indexOfEquippedItem >= 0 && indexOfEquippedItem < validEquipSlots.Count) return validEquipSlots[indexOfEquippedItem].item;
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return null;
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}
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}
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/// <summary>
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/// All valid slot <seealso cref="vItemSlot.isValid"/>
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/// </summary>
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public List<vEquipSlot> ValidSlots
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{
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get { return equipSlots.FindAll(slot => slot.isValid && (!skipEmptySlots || slot.item != null)); }
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}
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/// <summary>
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/// Check if Item is in Area
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/// </summary>
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/// <param name="item">item to check</param>
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/// <returns></returns>
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public bool ContainsItem(vItem item)
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{
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return ValidSlots.Find(slot => slot.item == item) != null;
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}
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/// <summary>
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/// Event called from Inventory slot UI on Submit
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/// </summary>
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/// <param name="slot"></param>
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public void OnSubmitSlot(vItemSlot slot)
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{
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lastSelectedSlot = currentSelectedSlot;
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if (itemPicker != null)
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{
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currentSelectedSlot = slot as vEquipSlot;
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if (setEquipSlotWhenSubmit)
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{
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SetEquipSlot(equipSlots.IndexOf(currentSelectedSlot));
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}
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itemPicker.gameObject.SetActive(true);
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itemPicker.onCancelSlot.RemoveAllListeners();
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itemPicker.onCancelSlot.AddListener(CancelCurrentSlot);
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itemPicker.CreateEquipmentWindow(inventory.items, currentSelectedSlot.itemType, slot.item, OnPickItem);
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onInitPickUpItem.Invoke();
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}
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}
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/// <summary>
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/// Event called to cancel Submit action
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/// </summary>
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public void CancelCurrentSlot()
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{
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if (currentSelectedSlot == null)
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currentSelectedSlot = lastSelectedSlot;
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if (currentSelectedSlot != null)
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currentSelectedSlot.OnCancel();
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onFinishPickUpItem.Invoke();
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}
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/// <summary>
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/// Unequip Item of the Slot
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/// </summary>
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/// <param name="slot">target slot</param>
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public void UnequipItem(vEquipSlot slot)
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{
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if (slot)
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{
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vItem item = slot.item;
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if (ValidSlots[indexOfEquippedItem].item == item)
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lastEquipedItem = item;
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slot.RemoveItem();
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onUnequipItem.Invoke(this, item);
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}
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}
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/// <summary>
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/// Unequip Item if is present in slots
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/// </summary>
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/// <param name="item"></param>
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public void UnequipItem(vItem item)
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{
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var slot = ValidSlots.Find(_slot => _slot.item == item);
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if (slot)
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{
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if (ValidSlots[indexOfEquippedItem].item == item) lastEquipedItem = item;
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slot.RemoveItem();
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onUnequipItem.Invoke(this, item);
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}
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}
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/// <summary>
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/// Unequip <seealso cref="currentEquippedItem"/>
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/// </summary>
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public void UnequipCurrentItem()
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{
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if (currentSelectedSlot && currentSelectedSlot.item)
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{
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var _item = currentSelectedSlot.item;
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if (ValidSlots[indexOfEquippedItem].item == _item) lastEquipedItem = _item;
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currentSelectedSlot.RemoveItem();
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onUnequipItem.Invoke(this, _item);
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}
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}
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/// <summary>
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/// Event called from inventory UI when select an slot
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/// </summary>
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/// <param name="slot">target slot</param>
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public void OnSelectSlot(vItemSlot slot)
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{
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if (equipSlots.Contains(slot as vEquipSlot))
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currentSelectedSlot = slot as vEquipSlot;
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else currentSelectedSlot = null;
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onSelectEquipArea.Invoke(this);
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CreateFullItemDescription(slot);
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}
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/// <summary>
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/// Event called from inventory UI when unselect an slot
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/// </summary>
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/// <param name="slot">target slot</param>
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public void OnDeselect(vItemSlot slot)
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{
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if (equipSlots.Contains(slot as vEquipSlot))
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{
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currentSelectedSlot = null;
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}
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}
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/// <summary>
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/// Create item description
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/// </summary>
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/// <param name="slot">target slot</param>
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protected virtual void CreateFullItemDescription(vItemSlot slot)
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{
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var _name = slot.item ? slot.item.name : "";
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var _type = slot.item ? slot.item.ItemTypeText() : "";
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var _amount = slot.item ? slot.item.amount.ToString() : "";
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var _description = slot.item ? slot.item.description : "";
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var _attributes = slot.item ? slot.item.GetItemAttributesText(ignoreAttributes) : "";
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if (displayNameText) displayNameText.text = _name;
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onChangeName.Invoke(_name);
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if (displayTypeText) displayTypeText.text = _type;
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onChangeType.Invoke(_type);
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if (displayAmountText) displayAmountText.text = _amount;
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onChangeAmount.Invoke(_amount);
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if (displayDescriptionText) displayDescriptionText.text = _description;
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onChangeDescription.Invoke(_description);
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if (displayAttributesText) displayAttributesText.text = _attributes;
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onChangeAttributes.Invoke(_attributes);
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}
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/// <summary>
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/// Event called from inventory UI to open <see cref="vItemWindow"/> when submit slot
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/// </summary>
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/// <param name="slot">target slot</param>
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public void OnPickItem(vItemSlot slot)
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{
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if (!currentSelectedSlot)
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currentSelectedSlot = lastSelectedSlot;
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if (!currentSelectedSlot)
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return;
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if (currentSelectedSlot.item != null && slot.item != currentSelectedSlot.item)
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{
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currentSelectedSlot.item.isInEquipArea = false;
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var item = currentSelectedSlot.item;
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if (item == slot.item) lastEquipedItem = item;
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currentSelectedSlot.RemoveItem();
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onUnequipItem.Invoke(this, item);
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}
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if (slot.item != currentSelectedSlot.item)
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{
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if (onPickUpItemCallBack != null)
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onPickUpItemCallBack(this, slot);
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currentSelectedSlot.AddItem(slot.item);
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if (!ignoreEquipEvents) onEquipItem.Invoke(this, currentSelectedSlot.item);
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}
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currentSelectedSlot.OnCancel();
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currentSelectedSlot = null;
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lastSelectedSlot = null;
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itemPicker.gameObject.SetActive(false);
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onFinishPickUpItem.Invoke();
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}
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/// <summary>
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/// Equip next slot <seealso cref="currentEquippedItem"/>
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/// </summary>
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public void NextEquipSlot()
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{
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if (equipSlots == null || equipSlots.Count == 0) return;
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lastEquipedItem = currentEquippedItem;
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var validEquipSlots = ValidSlots;
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if (indexOfEquippedItem + 1 < validEquipSlots.Count)
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indexOfEquippedItem++;
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else
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indexOfEquippedItem = 0;
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if (currentEquippedItem != null && !ignoreEquipEvents)
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onEquipItem.Invoke(this, currentEquippedItem);
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onUnequipItem.Invoke(this, lastEquipedItem);
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}
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/// <summary>
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/// Equip previous slot <seealso cref="currentEquippedItem"/>
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/// </summary>
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public void PreviousEquipSlot()
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{
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if (equipSlots == null || equipSlots.Count == 0) return;
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lastEquipedItem = currentEquippedItem;
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var validEquipSlots = ValidSlots;
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if (indexOfEquippedItem - 1 >= 0)
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indexOfEquippedItem--;
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else
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indexOfEquippedItem = validEquipSlots.Count - 1;
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if (currentEquippedItem != null && !ignoreEquipEvents)
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onEquipItem.Invoke(this, currentEquippedItem);
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onUnequipItem.Invoke(this, lastEquipedItem);
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}
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/// <summary>
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/// Equip slot <see cref="currentEquippedItem"/>
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/// </summary>
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/// <param name="indexOfSlot">index of target slot</param>
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public void SetEquipSlot(int indexOfSlot)
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{
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if (equipSlots == null || equipSlots.Count == 0) return;
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if (indexOfSlot < equipSlots.Count && indexOfSlot >= 0)
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{
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lastEquipedItem = currentEquippedItem;
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indexOfEquippedItem = indexOfSlot;
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if (currentEquippedItem != null && !ignoreEquipEvents)
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{
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onEquipItem.Invoke(this, currentEquippedItem);
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}
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if(currentEquippedItem != lastEquipedItem)
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onUnequipItem.Invoke(this, lastEquipedItem);
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}
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}
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public void EquipCurrentSlot()
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{
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if (!currentEquippedSlot|| (currentEquippedSlot.item!=null && currentEquippedSlot.item.isEquiped)) return;
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if (currentEquippedItem) onEquipItem.Invoke(this, currentEquippedItem);
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else if(lastEquipedItem) onUnequipItem.Invoke(this, lastEquipedItem);
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}
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/// <summary>
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/// Add an item to an slot
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/// </summary>
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/// <param name="slot">target Slot</param>
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/// <param name="item">target Item</param>
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public void AddItemToEquipSlot(vItemSlot slot, vItem item, bool autoEquip = false)
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{
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if (slot is vEquipSlot && equipSlots.Contains(slot as vEquipSlot))
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{
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AddItemToEquipSlot(equipSlots.IndexOf(slot as vEquipSlot), item, autoEquip);
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}
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}
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/// <summary>
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/// Add an item to an slot
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/// </summary>
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/// <param name="indexOfSlot">index of target Slot</param>
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/// <param name="item">target Item</param>
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public void AddItemToEquipSlot(int indexOfSlot, vItem item, bool autoEquip = false)
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{
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if (indexOfSlot < equipSlots.Count && item != null)
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{
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var slot = equipSlots[indexOfSlot];
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if (slot != null && slot.isValid && slot.itemType.Contains(item.type))
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{
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var sameSlot = equipSlots.Find(s => s.item == item && s != slot);
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if (sameSlot != null)
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RemoveItemOfEquipSlot(equipSlots.IndexOf(sameSlot));
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if (slot.item != null && slot.item != item)
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{
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if (currentEquippedItem == slot.item) lastEquipedItem = slot.item;
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slot.item.isInEquipArea = false;
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onUnequipItem.Invoke(this, slot.item);
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}
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item.isInEquipArea = true;
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slot.AddItem(item);
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if (autoEquip)
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SetEquipSlot(indexOfSlot);
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else if(!ignoreEquipEvents)
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onEquipItem.Invoke(this, item);
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}
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}
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}
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/// <summary>
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/// Remove item of an slot
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/// </summary>
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/// <param name="slot">target Slot</param>
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public void RemoveItemOfEquipSlot(vItemSlot slot)
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{
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if (slot is vEquipSlot && equipSlots.Contains(slot as vEquipSlot))
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{
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RemoveItemOfEquipSlot(equipSlots.IndexOf(slot as vEquipSlot));
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}
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}
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/// <summary>
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/// Remove item of an slot
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/// </summary>
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/// <param name="slot">index of target Slot</param>
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public void RemoveItemOfEquipSlot(int indexOfSlot)
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{
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if (indexOfSlot < equipSlots.Count)
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{
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var slot = equipSlots[indexOfSlot];
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if (slot != null && slot.item != null)
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{
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var item = slot.item;
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item.isInEquipArea = false;
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if (currentEquippedItem == item) lastEquipedItem = currentEquippedItem;
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slot.RemoveItem();
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onUnequipItem.Invoke(this, item);
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}
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}
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}
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/// <summary>
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/// Add item to current equiped slot
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/// </summary>
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/// <param name="item">target item</param>
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public void AddCurrentItem(vItem item)
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{
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if (indexOfEquippedItem < equipSlots.Count)
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{
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var slot = equipSlots[indexOfEquippedItem];
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if (slot.item != null && item != slot.item)
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{
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if (currentEquippedItem == slot.item) lastEquipedItem = slot.item;
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slot.item.isInEquipArea = false;
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onUnequipItem.Invoke(this, currentSelectedSlot.item);
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}
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slot.AddItem(item);
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if(!ignoreEquipEvents) onEquipItem.Invoke(this, item);
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}
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}
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/// <summary>
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/// Remove current equiped Item
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/// </summary>
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public void RemoveCurrentItem()
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{
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if (!currentEquippedItem) return;
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lastEquipedItem = currentEquippedItem;
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ValidSlots[indexOfEquippedItem].RemoveItem();
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onUnequipItem.Invoke(this, lastEquipedItem);
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}
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}
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}
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