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:
HelarJ
2022-04-18 08:59:26 +03:00
parent be8b9a987d
commit b1954dd40e
34 changed files with 39886 additions and 306 deletions

View File

@@ -3,7 +3,6 @@ using System.Collections;
using System.Collections.Generic;
using TMPro;
using Unity.Mathematics;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
@@ -13,15 +12,13 @@ public class InventoryItem : MonoBehaviour
public GameObject itemPrefab;
private int _itemId;
private GameObject _childPrefab;
public int Count { get; private set; }
private TMP_Text itemCounterText;
public TMP_Text itemCounterText;
private ItemData itemData;
private ItemData _itemData;
public ItemSaveData saveData;
private void OnEnable()
@@ -37,13 +34,15 @@ public class InventoryItem : MonoBehaviour
if (itemCounterText == null) itemCounterText = GetComponentInChildren<TMP_Text>();
_childPrefab = GetComponentInChildren<ItemData>()?.gameObject;
_childPrefab = GetComponentInChildren<ItemData>()?.prefab.gameObject;
//Only attaches the prefab if it doesn't already have one ([ExecuteAlways] causes one to be spawned in editor).
if (_childPrefab != null) return;
_childPrefab = Instantiate(itemPrefab, transform);
_childPrefab.transform.localPosition = new Vector3(0, -0.45f, 0);
_childPrefab.transform.localScale = new Vector3(2, 2, 2);
//todo switch to multiply instead so items with non 1,1,1 scale will retain their proportions
_childPrefab.transform.localPosition = GetComponentInChildren<ItemData>().positionInContainer;
_childPrefab.transform.localScale = GetComponentInChildren<ItemData>().scaleInContainer;
_childPrefab.transform.rotation = quaternion.identity;
//Disable prefab components that arent relevant.
@@ -59,24 +58,29 @@ public class InventoryItem : MonoBehaviour
var xrGrabInteractableComponent = _childPrefab.GetComponent<XRGrabInteractable>();
if (xrGrabInteractableComponent != null) xrGrabInteractableComponent.enabled = false;
}
private void Start()
{
_itemData = _childPrefab.GetComponent<ItemData>();
itemData = _childPrefab.GetComponent<ItemData>();
if (_itemData == null) Debug.LogError("Item prefab has no attached ItemData", _childPrefab);
_itemId = _itemData.itemId;
if (Count == 0) Count = 1;
if (itemData == null) Debug.LogError("Item prefab has no attached ItemData", _childPrefab);
Debug.Log(saveData);
if (string.IsNullOrEmpty(saveData.assetPath))
{
saveData.assetPath = itemData.assetLocation;
saveData.count = saveData.count == 0 ? 1 : saveData.count;
}
UpdateText();
}
private void UpdateText()
{
itemCounterText.text = _itemData.canStack ? Count.ToString() : "";
itemCounterText.text = itemData.canStack ? saveData.count.ToString() : "";
}
/**
@@ -85,11 +89,11 @@ public class InventoryItem : MonoBehaviour
*/
public bool ChangeCount(int amount)
{
if (Count + amount < 0) return false;
if (saveData.count + amount < 0) return false;
Count += amount;
saveData.count += amount;
if (Count == 0)
if (saveData.count == 0)
{
//Destroys this gameobject if the count is 0 or lower
Destroy(gameObject);
@@ -103,10 +107,11 @@ public class InventoryItem : MonoBehaviour
public void PopItem()
{
GameObject item = Instantiate(_itemData.prefab, transform.position + transform.forward, Quaternion.identity);
GameObject item = Instantiate(itemData.prefab, transform.position + transform.forward, Quaternion.identity);
item.transform.localScale = Vector3.one;
item.transform.name = _itemData.name;
item.transform.name = itemData.itemName;
var colliderComponent = item.GetComponent<Collider>();
if (colliderComponent != null) colliderComponent.enabled = true;
@@ -127,13 +132,13 @@ public class InventoryItem : MonoBehaviour
public int GetItemid()
{
return _itemId;
return itemData.itemId;;
}
public override string ToString()
{
return $"{base.ToString()}, Count: {Count}, ItemData: {_itemData}";
return $"{base.ToString()}, Count: {saveData.count}, ItemData: {itemData}";
}
}

View File

@@ -0,0 +1,10 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class InventorySaveData
{
public List<ItemSaveData> inventoryContents;
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e60ec35305ed0b94099d18a09b488310
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,16 +1,44 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
[Serializable]
public class ItemData : MonoBehaviour
{
[Tooltip("Location is populated automatically")]
public string assetLocation;
public int itemId;
public bool canStack;
public string itemName;
public string itemDescription;
public GameObject prefab;
public Vector3 scaleInContainer;
public Vector3 positionInContainer;
private void OnValidate()
{
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(prefab))) assetLocation = AssetDatabase.GetAssetPath(prefab);
AdjustPath();
}
private void AdjustPath()
{
//trims the location for use with Resources.Load later
if (assetLocation.StartsWith("Assets/Resources/"))
assetLocation = assetLocation[17 .. ^7];
else if (!string.IsNullOrEmpty(assetLocation))
if (assetLocation.StartsWith("Assets"))
{
Debug.LogError(itemName +
": item with this script should be placed in the Assets/Resources/ folder. Currently: " +
assetLocation);
}
}
public override string ToString()
{

View File

@@ -0,0 +1,12 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class ItemSaveData
{
public string assetPath;
public int count;
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 2e553150cec08514e9aacc82fe8da007
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: