Basic saving, currently hardcoded to the one "chest" inventory in HomeBase.
Loads when scene name contains "Homebase" and saves when button pressed.
This commit is contained in:
@@ -1,17 +1,22 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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[Serializable]
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public class Inventory : MonoBehaviour
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{
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//perhaps use these additional slots for holsters attached to the player?
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public List<InventorySlot> additionalSlots;
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public GameObject itemContainerPrefab;
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private List<InventorySlot> _inventorySlots;
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public InventorySaveData inventorySaveData;
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private void Awake()
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{
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_inventorySlots = new List<InventorySlot>();
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@@ -20,10 +25,15 @@ public class Inventory : MonoBehaviour
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inventorySlot.SetParentInventory(this);
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_inventorySlots.Add(inventorySlot);
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}
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Debug.Log(_inventorySlots.Count);
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}
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private void OnEnable()
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{
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SceneManager.sceneLoaded += OnSceneLoaded;
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var inventorySlotsInChildren = GetComponentsInChildren<InventorySlot>();
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foreach (var inventorySlot in inventorySlotsInChildren)
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{
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@@ -32,6 +42,12 @@ public class Inventory : MonoBehaviour
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}
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}
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private void OnDisable()
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{
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SceneManager.sceneLoaded -= OnSceneLoaded;
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}
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public bool AddItem(ItemData item)
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{
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if (item.canStack)
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@@ -39,16 +55,17 @@ public class Inventory : MonoBehaviour
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return AddItem(ConvertToInventoryItem(item));
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}
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return AddToFirstOpenSlot(item.gameObject);
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return AddToFirstOpenSlot(item.prefab.gameObject);
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}
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public bool AddItem(InventoryItem item)
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{
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//Stacks the item if it already exists in the inventory.
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foreach (var inventorySlot in _inventorySlots.Where(inventorySlot =>
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inventorySlot.ContainsItem(item.GetItemid())))
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{
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inventorySlot.GetItem().ChangeCount(item.Count);
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inventorySlot.GetItem().ChangeCount(item.saveData.count);
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return true;
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}
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@@ -67,11 +84,91 @@ public class Inventory : MonoBehaviour
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return false;
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}
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private void AddToSpecificSlot(GameObject item, int slot)
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{
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_inventorySlots[slot].AssignItem(item);
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}
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private InventoryItem ConvertToInventoryItem(ItemData item)
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{
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var inventoryItem = Instantiate(itemContainerPrefab, transform);
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itemContainerPrefab.GetComponent<InventoryItem>().itemPrefab = item.gameObject;
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itemContainerPrefab.GetComponent<InventoryItem>().itemPrefab = item.prefab.gameObject;
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return inventoryItem.gameObject.GetComponent<InventoryItem>();
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}
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public void SaveInventory()
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{
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inventorySaveData.inventoryContents.Clear();
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foreach (var inventoryItem in _inventorySlots.Select(inventorySlot => inventorySlot.GetItem()))
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{
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//adds an itemsavedata to the list if it exists or an empty one if it doesnt
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inventorySaveData.inventoryContents.Add(inventoryItem != null
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? inventoryItem.saveData
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: new ItemSaveData());
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}
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var json = JsonUtility.ToJson(inventorySaveData);
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Debug.Log(json);
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using var sw = new StreamWriter(Path.Combine(Application.persistentDataPath, "invSave.dat"));
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sw.Write(json);
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Debug.Log("Inv data saved!");
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}
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public IEnumerator LoadInventory()
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{
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//Wait for 1 second after loading the scene to prevent missing prefabs. (1 second delay might also break something in the future)
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yield return new WaitForSeconds(1);
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//todo make this modular, currently only supports one inventory, although the slots can be anywhere.
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if (File.Exists(Path.Combine(Application.persistentDataPath, "invSave.dat")))
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{
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var saveData = JsonUtility.FromJson<InventorySaveData>(File.ReadAllText(Path.Combine(Application.persistentDataPath, "invSave.dat")));
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Debug.Log(saveData);
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Debug.Log("Inv data loaded! total "+saveData.inventoryContents.Count);
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for (var i = 0; i < saveData.inventoryContents.Count; i++)
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{
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//prevents overwriting inventory slots when there is something already in there.
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//if (_inventorySlots[i]._itemInSlot != null) continue;
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var data = saveData.inventoryContents[i];
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//if there isnt an item in the slot the count is 0
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Debug.Log(data.assetPath + " "+data.count);
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if (data.count == 0) continue;
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//Loads the prefab from resources folder
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var load = Resources.Load(data.assetPath, typeof(GameObject)) as GameObject;
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if (load == null)
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{
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Debug.LogError("Didn't find a prefab at " + data.assetPath);
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yield break;
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}
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Debug.Log(load);
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AddToSpecificSlot(load, i);
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//sets the count after the item has been converted into inventoryitem
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if (load.GetComponent<ItemData>().canStack) _inventorySlots[i]._itemInSlot.GetComponent<InventoryItem>().saveData.count = data.count;
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}
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}
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else
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Debug.LogError("There is no save data!");
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}
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void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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Debug.Log("OnSceneLoaded: " + scene.name);
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//primitive check to only load the inventory when you are in the home scene.
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if (scene.name.Contains("Homebase")) StartCoroutine(LoadInventory());
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}
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}
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@@ -4,16 +4,14 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.XR.Interaction.Toolkit;
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[Serializable]
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[RequireComponent(typeof(XRSocketInteractor))]
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public class InventorySlot : MonoBehaviour
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{
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private XRSocketInteractor xrSocketInteractor;
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private GameObject _itemInSlot;
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public GameObject _itemInSlot;
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private Inventory _parentInventory;
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private void Awake()
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{
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xrSocketInteractor = GetComponent<XRSocketInteractor>();
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@@ -35,6 +33,7 @@ public class InventorySlot : MonoBehaviour
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if (_itemInSlot.GetComponent<InventoryItem>() == null) return;
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if (_itemInSlot == args.interactableObject.transform.gameObject) return;
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//Debug.Log("hoverenter "+args.interactableObject + " " + xrSocketInteractor.hasHover + " " + xrSocketInteractor.hasSelection);
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var newItem = args.interactableObject.transform.gameObject;
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@@ -47,7 +46,7 @@ public class InventorySlot : MonoBehaviour
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if (inventoryItem != null)
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{
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_itemInSlot.GetComponent<InventoryItem>().ChangeCount(inventoryItem.Count);
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_itemInSlot.GetComponent<InventoryItem>().ChangeCount(inventoryItem.saveData.count);
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}
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else
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{
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@@ -70,11 +69,13 @@ public class InventorySlot : MonoBehaviour
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private void SelectEnter(SelectEnterEventArgs args)
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{
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Debug.Log("Added to slot item " + _itemInSlot);
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var newItem = args.interactableObject.transform.gameObject;
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//todo: fix ones that cant stack
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//Converts the item into a inventory item
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if (newItem.GetComponent<InventoryItem>() == null && newItem.GetComponent<ItemData>().canStack)
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if (newItem.GetComponent<InventoryItem>() == null)
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{
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var load = Resources.Load("Helar/Item", typeof(GameObject)) as GameObject;
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@@ -101,12 +102,39 @@ public class InventorySlot : MonoBehaviour
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_itemInSlot = instance;
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//_parentInventory.AddItem(instance.GetComponent<InventoryItem>());
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return;
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}
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_itemInSlot = newItem;
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//_parentInventory.AddItem(newItem.GetComponentInChildren<ItemData>());
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//xrSocketInteractor.attachTransform = _itemInSlot.transform;
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Debug.Log("Holstered item" + _itemInSlot.GetComponentInChildren<ItemData>());
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}
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private GameObject ConvertItem(GameObject item)
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{
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//load container object
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var load = Resources.Load("Helar/Item", typeof(GameObject)) as GameObject;
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//instantiate the container object
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var instance = Instantiate(load, transform);
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//load the container with the item to convert
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instance.GetComponent<InventoryItem>().itemPrefab = item.gameObject;
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//set the position and scale so it fits in the container
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instance.transform.localScale = Vector3.one;
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instance.transform.localPosition = Vector3.zero;
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instance.transform.rotation = Quaternion.identity;
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//enable the itemcontainer (more logic in InventoryItem OnEnable() method)
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instance.GetComponent<InventoryItem>().enabled = true;
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return instance;
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}
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private void ManagerOninteractableUnregistered(InteractableUnregisteredEventArgs obj)
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@@ -126,12 +154,14 @@ public class InventorySlot : MonoBehaviour
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component.drag = 0.5f;
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if (!_itemInSlot.GetComponentInChildren<ItemData>().canStack ||
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_itemInSlot.GetComponent<InventoryItem>().Count == 1)
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_itemInSlot.GetComponent<InventoryItem>().saveData.count == 1)
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{
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//todo change back to regular item
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//_itemInSlot.GetComponent<InventoryItem>().PopItem();
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//var transformGameObject = _itemInSlot.GetComponentInChildren<ItemData>().transform.gameObject;
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//Debug.Log(transformGameObject);
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//args.interactableObject = transformGameObject.GetComponent<XRGrabInteractable>();
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//todo change back to regular item
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}
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Debug.Log("Removed from slot item " + _itemInSlot);
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_itemInSlot = null;
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@@ -160,11 +190,20 @@ public class InventorySlot : MonoBehaviour
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public void AssignItem(GameObject newObject)
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{
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_itemInSlot = newObject;
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if (newObject.GetComponent<InventoryItem>() == null)
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{
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_itemInSlot = ConvertItem(newObject);
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}
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else
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{
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_itemInSlot = newObject;
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}
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}
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public InventoryItem GetItem()
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{
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if (_itemInSlot == null) return null;
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var inventoryItem = _itemInSlot.GetComponent<InventoryItem>();
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if (inventoryItem == null) Debug.LogError("Item in slot doesn't have InventoryItem component");
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return inventoryItem;
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@@ -9,7 +9,7 @@ public class ItemSpawner : MonoBehaviour
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public GameObject placeToSpawn;
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public void SpawnItem()
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{
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Debug.Log("Spawned " + objectToSpawn);
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Instantiate(objectToSpawn, placeToSpawn.transform);
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Debug.Log("Spawned " + objectToSpawn);
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}
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}
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@@ -3,7 +3,6 @@ using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using Unity.Mathematics;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.XR.Interaction.Toolkit;
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@@ -13,15 +12,13 @@ public class InventoryItem : MonoBehaviour
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public GameObject itemPrefab;
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private int _itemId;
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private GameObject _childPrefab;
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public int Count { get; private set; }
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private TMP_Text itemCounterText;
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public TMP_Text itemCounterText;
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private ItemData itemData;
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private ItemData _itemData;
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public ItemSaveData saveData;
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private void OnEnable()
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@@ -37,13 +34,15 @@ public class InventoryItem : MonoBehaviour
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if (itemCounterText == null) itemCounterText = GetComponentInChildren<TMP_Text>();
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_childPrefab = GetComponentInChildren<ItemData>()?.gameObject;
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_childPrefab = GetComponentInChildren<ItemData>()?.prefab.gameObject;
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//Only attaches the prefab if it doesn't already have one ([ExecuteAlways] causes one to be spawned in editor).
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if (_childPrefab != null) return;
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_childPrefab = Instantiate(itemPrefab, transform);
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_childPrefab.transform.localPosition = new Vector3(0, -0.45f, 0);
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_childPrefab.transform.localScale = new Vector3(2, 2, 2);
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//todo switch to multiply instead so items with non 1,1,1 scale will retain their proportions
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_childPrefab.transform.localPosition = GetComponentInChildren<ItemData>().positionInContainer;
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_childPrefab.transform.localScale = GetComponentInChildren<ItemData>().scaleInContainer;
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_childPrefab.transform.rotation = quaternion.identity;
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//Disable prefab components that arent relevant.
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@@ -59,24 +58,29 @@ public class InventoryItem : MonoBehaviour
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var xrGrabInteractableComponent = _childPrefab.GetComponent<XRGrabInteractable>();
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if (xrGrabInteractableComponent != null) xrGrabInteractableComponent.enabled = false;
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}
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private void Start()
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{
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_itemData = _childPrefab.GetComponent<ItemData>();
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itemData = _childPrefab.GetComponent<ItemData>();
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if (_itemData == null) Debug.LogError("Item prefab has no attached ItemData", _childPrefab);
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_itemId = _itemData.itemId;
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if (Count == 0) Count = 1;
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if (itemData == null) Debug.LogError("Item prefab has no attached ItemData", _childPrefab);
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Debug.Log(saveData);
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if (string.IsNullOrEmpty(saveData.assetPath))
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{
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saveData.assetPath = itemData.assetLocation;
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saveData.count = saveData.count == 0 ? 1 : saveData.count;
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}
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UpdateText();
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}
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private void UpdateText()
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{
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itemCounterText.text = _itemData.canStack ? Count.ToString() : "";
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itemCounterText.text = itemData.canStack ? saveData.count.ToString() : "";
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}
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/**
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@@ -85,11 +89,11 @@ public class InventoryItem : MonoBehaviour
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*/
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public bool ChangeCount(int amount)
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{
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if (Count + amount < 0) return false;
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if (saveData.count + amount < 0) return false;
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Count += amount;
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saveData.count += amount;
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if (Count == 0)
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if (saveData.count == 0)
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{
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//Destroys this gameobject if the count is 0 or lower
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Destroy(gameObject);
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@@ -103,10 +107,11 @@ public class InventoryItem : MonoBehaviour
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public void PopItem()
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{
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GameObject item = Instantiate(_itemData.prefab, transform.position + transform.forward, Quaternion.identity);
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GameObject item = Instantiate(itemData.prefab, transform.position + transform.forward, Quaternion.identity);
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item.transform.localScale = Vector3.one;
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item.transform.name = _itemData.name;
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item.transform.name = itemData.itemName;
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var colliderComponent = item.GetComponent<Collider>();
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if (colliderComponent != null) colliderComponent.enabled = true;
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@@ -127,13 +132,13 @@ public class InventoryItem : MonoBehaviour
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public int GetItemid()
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{
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return _itemId;
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return itemData.itemId;;
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}
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public override string ToString()
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{
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return $"{base.ToString()}, Count: {Count}, ItemData: {_itemData}";
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return $"{base.ToString()}, Count: {saveData.count}, ItemData: {itemData}";
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}
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}
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@@ -0,0 +1,10 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[Serializable]
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public class InventorySaveData
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{
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public List<ItemSaveData> inventoryContents;
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: e60ec35305ed0b94099d18a09b488310
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,16 +1,44 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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[Serializable]
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public class ItemData : MonoBehaviour
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{
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[Tooltip("Location is populated automatically")]
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public string assetLocation;
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public int itemId;
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public bool canStack;
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public string itemName;
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public string itemDescription;
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public GameObject prefab;
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public Vector3 scaleInContainer;
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public Vector3 positionInContainer;
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private void OnValidate()
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{
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if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(prefab))) assetLocation = AssetDatabase.GetAssetPath(prefab);
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AdjustPath();
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}
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private void AdjustPath()
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{
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//trims the location for use with Resources.Load later
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if (assetLocation.StartsWith("Assets/Resources/"))
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assetLocation = assetLocation[17 .. ^7];
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else if (!string.IsNullOrEmpty(assetLocation))
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if (assetLocation.StartsWith("Assets"))
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{
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Debug.LogError(itemName +
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": item with this script should be placed in the Assets/Resources/ folder. Currently: " +
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assetLocation);
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}
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}
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public override string ToString()
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{
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12
Assets/Project Files/Scripts/Helar/Items/ItemSaveData.cs
Normal file
12
Assets/Project Files/Scripts/Helar/Items/ItemSaveData.cs
Normal file
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[Serializable]
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public class ItemSaveData
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{
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public string assetPath;
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public int count;
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}
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fileFormatVersion: 2
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guid: 2e553150cec08514e9aacc82fe8da007
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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