2 Commits

Author SHA1 Message Date
4df9180db1 slimes now die and disappear after death 2022-04-18 18:06:39 +03:00
7926bcdef4 slime AI 2022-04-18 03:08:12 +03:00
38 changed files with 608 additions and 40023 deletions

View File

@@ -20,7 +20,7 @@ AnimatorStateTransition:
m_TransitionDuration: 0.25
m_TransitionOffset: 0
m_ExitTime: 0.85
m_HasExitTime: 1
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
@@ -49,6 +49,7 @@ AnimatorState:
m_CycleOffset: 0
m_Transitions:
- {fileID: -5558417074028381841}
- {fileID: -1268510201227337377}
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
@@ -58,7 +59,7 @@ AnimatorState:
m_MirrorParameterActive: 0
m_CycleOffsetParameterActive: 0
m_TimeParameterActive: 0
m_Motion: {fileID: 7400000, guid: dbf4e442d523220489ca9531ab20161f, type: 3}
m_Motion: {fileID: 7400000, guid: f5d4d1a7dadc5a84d910c492d947ca4f, type: 3}
m_Tag:
m_SpeedParameter:
m_MirrorParameter:
@@ -84,7 +85,32 @@ AnimatorStateTransition:
m_TransitionDuration: 0.25
m_TransitionOffset: 0
m_ExitTime: 0.6875
m_HasExitTime: 1
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1101 &-5660328294272393165
AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions:
- m_ConditionMode: 2
m_ConditionEvent: EnemyInAttackRange
m_EventTreshold: 0
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: -6878085496064969341}
m_Solo: 0
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
m_TransitionDuration: 0.25
m_TransitionOffset: 0
m_ExitTime: 0.70000005
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
@@ -109,7 +135,7 @@ AnimatorStateTransition:
m_TransitionDuration: 0.25
m_TransitionOffset: 0
m_ExitTime: 0.625
m_HasExitTime: 1
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
@@ -124,7 +150,8 @@ AnimatorState:
m_Name: EnemyAttack
m_Speed: 1
m_CycleOffset: 0
m_Transitions: []
m_Transitions:
- {fileID: -5660328294272393165}
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
@@ -140,6 +167,56 @@ AnimatorState:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
--- !u!1101 &-1918993004881361147
AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions:
- m_ConditionMode: 2
m_ConditionEvent: EnemyInVisionRange
m_EventTreshold: 0
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: 1102546605246812244}
m_Solo: 0
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
m_TransitionDuration: 0.25
m_TransitionOffset: 0
m_ExitTime: 0.6875
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1101 &-1268510201227337377
AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions:
- m_ConditionMode: 2
m_ConditionEvent: EnemyInAggroRange
m_EventTreshold: 0
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: 8194647877007136643}
m_Solo: 0
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
m_TransitionDuration: 0.25
m_TransitionOffset: 0
m_ExitTime: 0.625
m_HasExitTime: 0
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!91 &9100000
AnimatorController:
m_ObjectHideFlags: 0
@@ -400,28 +477,6 @@ AnimatorStateTransition:
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1101 &1101549165158824158
AnimatorStateTransition:
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name:
m_Conditions: []
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: 1102835054974116572}
m_Solo: 0
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
m_TransitionDuration: 0.25
m_TransitionOffset: 0
m_ExitTime: 4
m_HasExitTime: 1
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
--- !u!1101 &1101571659118250030
AnimatorStateTransition:
m_ObjectHideFlags: 1
@@ -520,8 +575,7 @@ AnimatorState:
m_Name: Dizzy
m_Speed: 1
m_CycleOffset: 0
m_Transitions:
- {fileID: 1101549165158824158}
m_Transitions: []
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
@@ -979,74 +1033,74 @@ AnimatorStateMachine:
m_ChildStates:
- serializedVersion: 1
m_State: {fileID: 1102546605246812244}
m_Position: {x: 340, y: 30, z: 0}
m_Position: {x: 300, y: 140, z: 0}
- serializedVersion: 1
m_State: {fileID: 1102428608990248820}
m_Position: {x: 1400, y: 60, z: 0}
m_Position: {x: 650, y: 120, z: 0}
- serializedVersion: 1
m_State: {fileID: 1102941443349979230}
m_Position: {x: 1400, y: 140, z: 0}
m_Position: {x: 650, y: 200, z: 0}
- serializedVersion: 1
m_State: {fileID: 1102311292720249994}
m_Position: {x: 1400, y: 220, z: 0}
m_Position: {x: 650, y: 280, z: 0}
- serializedVersion: 1
m_State: {fileID: 1102508070621265122}
m_Position: {x: 1650, y: -30, z: 0}
m_Position: {x: 900, y: 30, z: 0}
- serializedVersion: 1
m_State: {fileID: 1102615628393760256}
m_Position: {x: 1650, y: 60, z: 0}
m_Position: {x: 900, y: 120, z: 0}
- serializedVersion: 1
m_State: {fileID: 1102840220384220776}
m_Position: {x: 1650, y: 140, z: 0}
m_Position: {x: 900, y: 200, z: 0}
- serializedVersion: 1
m_State: {fileID: 1102224988525881432}
m_Position: {x: 1650, y: 220, z: 0}
m_Position: {x: 900, y: 280, z: 0}
- serializedVersion: 1
m_State: {fileID: 1102906356952716468}
m_Position: {x: 1650, y: 310, z: 0}
m_Position: {x: 900, y: 370, z: 0}
- serializedVersion: 1
m_State: {fileID: 1102275823511186668}
m_Position: {x: 1910, y: -30, z: 0}
m_Position: {x: 1160, y: 30, z: 0}
- serializedVersion: 1
m_State: {fileID: 1102272222388203014}
m_Position: {x: 1910, y: 60, z: 0}
m_Position: {x: 1160, y: 120, z: 0}
- serializedVersion: 1
m_State: {fileID: 1102080339498404604}
m_Position: {x: 1910, y: 140, z: 0}
m_Position: {x: 1160, y: 200, z: 0}
- serializedVersion: 1
m_State: {fileID: 1102049015754028010}
m_Position: {x: 1910, y: 220, z: 0}
m_Position: {x: 1160, y: 280, z: 0}
- serializedVersion: 1
m_State: {fileID: 1102486251471425260}
m_Position: {x: 1910, y: 310, z: 0}
m_Position: {x: 1160, y: 370, z: 0}
- serializedVersion: 1
m_State: {fileID: 1102960180878307256}
m_Position: {x: 1840, y: 390, z: 0}
m_Position: {x: 670, y: 480, z: 0}
- serializedVersion: 1
m_State: {fileID: 1102022585587399682}
m_Position: {x: 1650, y: 480, z: 0}
m_Position: {x: 670, y: 550, z: 0}
- serializedVersion: 1
m_State: {fileID: 1102835054974116572}
m_Position: {x: 1270, y: 370, z: 0}
m_Position: {x: 280, y: 510, z: 0}
- serializedVersion: 1
m_State: {fileID: 8194647877007136643}
m_Position: {x: 730, y: 20, z: 0}
m_Position: {x: 300, y: 220, z: 0}
- serializedVersion: 1
m_State: {fileID: -1989803667490188130}
m_Position: {x: 760, y: 340, z: 0}
m_Position: {x: 300, y: 380, z: 0}
- serializedVersion: 1
m_State: {fileID: -6878085496064969341}
m_Position: {x: 910, y: 170, z: 0}
m_Position: {x: 300, y: 300, z: 0}
m_ChildStateMachines: []
m_AnyStateTransitions: []
m_EntryTransitions: []
m_StateMachineTransitions: {}
m_StateMachineBehaviours: []
m_AnyStatePosition: {x: 50, y: 20, z: 0}
m_EntryPosition: {x: 50, y: 120, z: 0}
m_ExitPosition: {x: 48, y: 228, z: 0}
m_EntryPosition: {x: 100, y: 150, z: 0}
m_ExitPosition: {x: 90, y: 510, z: 0}
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
m_DefaultState: {fileID: -1989803667490188130}
m_DefaultState: {fileID: 1102546605246812244}
--- !u!1102 &8194647877007136643
AnimatorState:
serializedVersion: 6
@@ -1059,6 +1113,7 @@ AnimatorState:
m_CycleOffset: 0
m_Transitions:
- {fileID: -5882858675207143937}
- {fileID: -1918993004881361147}
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0

View File

@@ -21,15 +21,15 @@ PrefabInstance:
objectReference: {fileID: 0}
- target: {fileID: 451388, guid: 2ec0a21ef68f64a46864ad388da793c4, type: 3}
propertyPath: m_LocalPosition.x
value: 0
value: 0.1048176
objectReference: {fileID: 0}
- target: {fileID: 451388, guid: 2ec0a21ef68f64a46864ad388da793c4, type: 3}
propertyPath: m_LocalPosition.y
value: 0
value: 0.032218672
objectReference: {fileID: 0}
- target: {fileID: 451388, guid: 2ec0a21ef68f64a46864ad388da793c4, type: 3}
propertyPath: m_LocalPosition.z
value: 0
value: 0.81958795
objectReference: {fileID: 0}
- target: {fileID: 451388, guid: 2ec0a21ef68f64a46864ad388da793c4, type: 3}
propertyPath: m_LocalRotation.w
@@ -270,23 +270,3 @@ MonoBehaviour:
m_ForceGravityOnDetach: 0
m_RetainTransformParent: 1
m_AttachPointCompatibilityMode: 0
--- !u!114 &8950488617520359539
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 988253026175220877}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: fc417ab3a5b06f04db2149be4cfdf6e4, type: 3}
m_Name:
m_EditorClassIdentifier:
assetLocation: Arlo/Axe
itemId: 69
canStack: 0
itemName: Axe
itemDescription:
prefab: {fileID: 988253026175220877}
scaleInContainer: {x: 2, y: 2, z: 2}
positionInContainer: {x: 0, y: -0.33, z: 0}

View File

@@ -300,11 +300,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: fc417ab3a5b06f04db2149be4cfdf6e4, type: 3}
m_Name:
m_EditorClassIdentifier:
assetLocation: Arlo/Log
itemId: 5
canStack: 1
itemName: Wood Log
itemDescription: A simple wooden log. A key ingredient for many things.
prefab: {fileID: 3057085693074020240}
scaleInContainer: {x: 0.8, y: 0.8, z: 0.8}
positionInContainer: {x: 0, y: -0.215, z: 0}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 7e103e2a5fcad9145a7884a55aaf9792
guid: 2b57b900363404c41af0b0d6300b8f9e
folderAsset: yes
DefaultImporter:
externalObjects: {}

View File

@@ -244,11 +244,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: fc417ab3a5b06f04db2149be4cfdf6e4, type: 3}
m_Name:
m_EditorClassIdentifier:
assetLocation: Helar/Mushroom_01
itemId: 1
canStack: 1
itemName: Red Mushroom
itemDescription:
prefab: {fileID: 4385080170328260021}
scaleInContainer: {x: 2, y: 2, z: 2}
positionInContainer: {x: 0, y: -0.45, z: 0}

View File

@@ -244,11 +244,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: fc417ab3a5b06f04db2149be4cfdf6e4, type: 3}
m_Name:
m_EditorClassIdentifier:
assetLocation: Helar/Mushroom_02
itemId: 2
canStack: 1
itemName: Brown Mushroom
itemDescription:
prefab: {fileID: 5440707293445505367}
scaleInContainer: {x: 2, y: 2, z: 2}
positionInContainer: {x: 0, y: -0.45, z: 0}

View File

@@ -206,7 +206,6 @@ MonoBehaviour:
m_EditorClassIdentifier:
chime: {fileID: 965315076614651339}
isTouched: 0
playerInfo: {fileID: 0}
--- !u!82 &965315076614651339
AudioSource:
m_ObjectHideFlags: 0
@@ -315,13 +314,11 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: fc417ab3a5b06f04db2149be4cfdf6e4, type: 3}
m_Name:
m_EditorClassIdentifier:
assetLocation:
itemId: 10
canStack: 1
itemName: Magic essence
itemDescription:
prefab: {fileID: 3467985268477833302}
scaleInContainer: {x: 1, y: 1, z: 1}
--- !u!1 &5463776654730074005
GameObject:
m_ObjectHideFlags: 0

View File

@@ -1,21 +1,84 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
public class SlimeAI : MonoBehaviour
{
Animator animator;
float playerDistance;
GameObject player;
int HP;
//[SerializeField]
//private UnityEvent onAttack;
// Start is called before the first frame update
void Start()
{
animator = GetComponent<Animator>();
player = GameObject.FindWithTag("Player");
HP = 10;
}
// Update is called once per frame
void Update()
{
playerDistance = Vector3.Distance(player.transform.position, transform.position);
if (playerDistance < 1.5) //Attack
{
animator.SetBool("EnemyInAttackRange", true);
animator.SetBool("EnemyInAggroRange", true);
animator.SetBool("EnemyInVisionRange", true);
Rotate();
}
else if (playerDistance < 5) //Chase
{
animator.SetBool("EnemyInAttackRange", false);
animator.SetBool("EnemyInAggroRange", true);
animator.SetBool("EnemyInVisionRange", true);
Rotate();
Move();
}
else if (playerDistance < 8) //Stare
{
animator.SetBool("EnemyInAttackRange", false);
animator.SetBool("EnemyInAggroRange", false);
animator.SetBool("EnemyInVisionRange", true);
Rotate();
}
else //Idle
{
animator.SetBool("EnemyInAttackRange", false);
animator.SetBool("EnemyInAggroRange", false);
animator.SetBool("EnemyInVisionRange", false);
}
if (HP <= 0)
{
animator.SetBool("Dead", true);
}
if (animator.GetBool("DeathComplete"))
{
print("asd");
Destroy(this.gameObject);
}
}
void Rotate()
{
// Rotate the forward vector towards the target direction by one step
Vector3 newDirection = Vector3.RotateTowards(transform.forward, player.transform.position - transform.position, 1.0f * Time.deltaTime, 0.0f);
// Calculate a rotation a step closer to the target and applies rotation to this object
transform.rotation = Quaternion.LookRotation(newDirection);
}
void Move()
{
transform.position += transform.forward * Time.deltaTime * 1.0f;
}
public void GetHit(int dmg)
{
HP -= dmg;
}
}

View File

@@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class death : StateMachineBehaviour
{
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
//
//}
// OnStateMove is called right after Animator.OnAnimatorMove()
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that processes and affects root motion
//}
// OnStateIK is called right after Animator.OnAnimatorIK()
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that sets up animation IK (inverse kinematics)
//}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: e60ec35305ed0b94099d18a09b488310
guid: 6c7f89faf36f41b418e5105a12c34cdb
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@@ -87,7 +87,7 @@ public class HandAnim : MonoBehaviour
private void GripActionPerformed(InputAction.CallbackContext obj)
{
//Debug.Log("grip");
Debug.Log("grip");
CalculateState(obj.ReadValue<float>(), ref grip_state);
m_animator.SetFloat(m_animParamIndexFlex, grip_state);
}

View File

@@ -1,22 +1,17 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
[Serializable]
public class Inventory : MonoBehaviour
{
//perhaps use these additional slots for holsters attached to the player?
public List<InventorySlot> additionalSlots;
public GameObject itemContainerPrefab;
private List<InventorySlot> _inventorySlots;
public InventorySaveData inventorySaveData;
private void Awake()
{
_inventorySlots = new List<InventorySlot>();
@@ -25,15 +20,10 @@ public class Inventory : MonoBehaviour
inventorySlot.SetParentInventory(this);
_inventorySlots.Add(inventorySlot);
}
Debug.Log(_inventorySlots.Count);
}
private void OnEnable()
{
SceneManager.sceneLoaded += OnSceneLoaded;
var inventorySlotsInChildren = GetComponentsInChildren<InventorySlot>();
foreach (var inventorySlot in inventorySlotsInChildren)
{
@@ -42,12 +32,6 @@ public class Inventory : MonoBehaviour
}
}
private void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
public bool AddItem(ItemData item)
{
if (item.canStack)
@@ -55,17 +39,16 @@ public class Inventory : MonoBehaviour
return AddItem(ConvertToInventoryItem(item));
}
return AddToFirstOpenSlot(item.prefab.gameObject);
return AddToFirstOpenSlot(item.gameObject);
}
public bool AddItem(InventoryItem item)
{
//Stacks the item if it already exists in the inventory.
foreach (var inventorySlot in _inventorySlots.Where(inventorySlot =>
inventorySlot.ContainsItem(item.GetItemid())))
{
inventorySlot.GetItem().ChangeCount(item.saveData.count);
inventorySlot.GetItem().ChangeCount(item.Count);
return true;
}
@@ -84,91 +67,11 @@ public class Inventory : MonoBehaviour
return false;
}
private void AddToSpecificSlot(GameObject item, int slot)
{
_inventorySlots[slot].AssignItem(item);
}
private InventoryItem ConvertToInventoryItem(ItemData item)
{
var inventoryItem = Instantiate(itemContainerPrefab, transform);
itemContainerPrefab.GetComponent<InventoryItem>().itemPrefab = item.prefab.gameObject;
itemContainerPrefab.GetComponent<InventoryItem>().itemPrefab = item.gameObject;
return inventoryItem.gameObject.GetComponent<InventoryItem>();
}
public void SaveInventory()
{
inventorySaveData.inventoryContents.Clear();
foreach (var inventoryItem in _inventorySlots.Select(inventorySlot => inventorySlot.GetItem()))
{
//adds an itemsavedata to the list if it exists or an empty one if it doesnt
inventorySaveData.inventoryContents.Add(inventoryItem != null
? inventoryItem.saveData
: new ItemSaveData());
}
var json = JsonUtility.ToJson(inventorySaveData);
Debug.Log(json);
using var sw = new StreamWriter(Path.Combine(Application.persistentDataPath, "invSave.dat"));
sw.Write(json);
Debug.Log("Inv data saved!");
}
public IEnumerator LoadInventory()
{
//Wait for 1 second after loading the scene to prevent missing prefabs. (1 second delay might also break something in the future)
yield return new WaitForSeconds(1);
//todo make this modular, currently only supports one inventory, although the slots can be anywhere.
if (File.Exists(Path.Combine(Application.persistentDataPath, "invSave.dat")))
{
var saveData = JsonUtility.FromJson<InventorySaveData>(File.ReadAllText(Path.Combine(Application.persistentDataPath, "invSave.dat")));
Debug.Log(saveData);
Debug.Log("Inv data loaded! total "+saveData.inventoryContents.Count);
for (var i = 0; i < saveData.inventoryContents.Count; i++)
{
//prevents overwriting inventory slots when there is something already in there.
//if (_inventorySlots[i]._itemInSlot != null) continue;
var data = saveData.inventoryContents[i];
//if there isnt an item in the slot the count is 0
Debug.Log(data.assetPath + " "+data.count);
if (data.count == 0) continue;
//Loads the prefab from resources folder
var load = Resources.Load(data.assetPath, typeof(GameObject)) as GameObject;
if (load == null)
{
Debug.LogError("Didn't find a prefab at " + data.assetPath);
yield break;
}
Debug.Log(load);
AddToSpecificSlot(load, i);
//sets the count after the item has been converted into inventoryitem
if (load.GetComponent<ItemData>().canStack) _inventorySlots[i]._itemInSlot.GetComponent<InventoryItem>().saveData.count = data.count;
}
}
else
Debug.LogError("There is no save data!");
}
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
Debug.Log("OnSceneLoaded: " + scene.name);
//primitive check to only load the inventory when you are in the home scene.
if (scene.name.Contains("Homebase")) StartCoroutine(LoadInventory());
}
}

View File

@@ -4,14 +4,16 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
[Serializable]
[RequireComponent(typeof(XRSocketInteractor))]
public class InventorySlot : MonoBehaviour
{
private XRSocketInteractor xrSocketInteractor;
public GameObject _itemInSlot;
private GameObject _itemInSlot;
private Inventory _parentInventory;
private void Awake()
{
xrSocketInteractor = GetComponent<XRSocketInteractor>();
@@ -33,7 +35,6 @@ public class InventorySlot : MonoBehaviour
if (_itemInSlot.GetComponent<InventoryItem>() == null) return;
if (_itemInSlot == args.interactableObject.transform.gameObject) return;
//Debug.Log("hoverenter "+args.interactableObject + " " + xrSocketInteractor.hasHover + " " + xrSocketInteractor.hasSelection);
var newItem = args.interactableObject.transform.gameObject;
@@ -46,7 +47,7 @@ public class InventorySlot : MonoBehaviour
if (inventoryItem != null)
{
_itemInSlot.GetComponent<InventoryItem>().ChangeCount(inventoryItem.saveData.count);
_itemInSlot.GetComponent<InventoryItem>().ChangeCount(inventoryItem.Count);
}
else
{
@@ -69,13 +70,11 @@ public class InventorySlot : MonoBehaviour
private void SelectEnter(SelectEnterEventArgs args)
{
Debug.Log("Added to slot item " + _itemInSlot);
var newItem = args.interactableObject.transform.gameObject;
//todo: fix ones that cant stack
//Converts the item into a inventory item
if (newItem.GetComponent<InventoryItem>() == null)
if (newItem.GetComponent<InventoryItem>() == null && newItem.GetComponent<ItemData>().canStack)
{
var load = Resources.Load("Helar/Item", typeof(GameObject)) as GameObject;
@@ -102,39 +101,12 @@ public class InventorySlot : MonoBehaviour
_itemInSlot = instance;
//_parentInventory.AddItem(instance.GetComponent<InventoryItem>());
return;
}
_itemInSlot = newItem;
//_parentInventory.AddItem(newItem.GetComponentInChildren<ItemData>());
//xrSocketInteractor.attachTransform = _itemInSlot.transform;
Debug.Log("Holstered item" + _itemInSlot.GetComponentInChildren<ItemData>());
}
private GameObject ConvertItem(GameObject item)
{
//load container object
var load = Resources.Load("Helar/Item", typeof(GameObject)) as GameObject;
//instantiate the container object
var instance = Instantiate(load, transform);
//load the container with the item to convert
instance.GetComponent<InventoryItem>().itemPrefab = item.gameObject;
//set the position and scale so it fits in the container
instance.transform.localScale = Vector3.one;
instance.transform.localPosition = Vector3.zero;
instance.transform.rotation = Quaternion.identity;
//enable the itemcontainer (more logic in InventoryItem OnEnable() method)
instance.GetComponent<InventoryItem>().enabled = true;
return instance;
}
private void ManagerOninteractableUnregistered(InteractableUnregisteredEventArgs obj)
@@ -154,14 +126,12 @@ public class InventorySlot : MonoBehaviour
component.drag = 0.5f;
if (!_itemInSlot.GetComponentInChildren<ItemData>().canStack ||
_itemInSlot.GetComponent<InventoryItem>().saveData.count == 1)
_itemInSlot.GetComponent<InventoryItem>().Count == 1)
{
//todo change back to regular item
//_itemInSlot.GetComponent<InventoryItem>().PopItem();
//var transformGameObject = _itemInSlot.GetComponentInChildren<ItemData>().transform.gameObject;
//Debug.Log(transformGameObject);
//args.interactableObject = transformGameObject.GetComponent<XRGrabInteractable>();
//todo change back to regular item
}
Debug.Log("Removed from slot item " + _itemInSlot);
_itemInSlot = null;
@@ -189,21 +159,12 @@ public class InventorySlot : MonoBehaviour
}
public void AssignItem(GameObject newObject)
{
if (newObject.GetComponent<InventoryItem>() == null)
{
_itemInSlot = ConvertItem(newObject);
}
else
{
_itemInSlot = newObject;
}
}
public InventoryItem GetItem()
{
if (_itemInSlot == null) return null;
var inventoryItem = _itemInSlot.GetComponent<InventoryItem>();
if (inventoryItem == null) Debug.LogError("Item in slot doesn't have InventoryItem component");
return inventoryItem;

View File

@@ -9,7 +9,7 @@ public class ItemSpawner : MonoBehaviour
public GameObject placeToSpawn;
public void SpawnItem()
{
Instantiate(objectToSpawn, placeToSpawn.transform);
Debug.Log("Spawned " + objectToSpawn);
Instantiate(objectToSpawn, placeToSpawn.transform);
}
}

View File

@@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using TMPro;
using Unity.Mathematics;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
@@ -12,13 +13,15 @@ public class InventoryItem : MonoBehaviour
public GameObject itemPrefab;
private int _itemId;
private GameObject _childPrefab;
private TMP_Text itemCounterText;
public int Count { get; private set; }
private ItemData itemData;
public TMP_Text itemCounterText;
public ItemSaveData saveData;
private ItemData _itemData;
private void OnEnable()
@@ -34,15 +37,13 @@ public class InventoryItem : MonoBehaviour
if (itemCounterText == null) itemCounterText = GetComponentInChildren<TMP_Text>();
_childPrefab = GetComponentInChildren<ItemData>()?.prefab.gameObject;
_childPrefab = GetComponentInChildren<ItemData>()?.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);
//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.localPosition = new Vector3(0, -0.45f, 0);
_childPrefab.transform.localScale = new Vector3(2, 2, 2);
_childPrefab.transform.rotation = quaternion.identity;
//Disable prefab components that arent relevant.
@@ -59,28 +60,23 @@ 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);
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;
}
_itemId = _itemData.itemId;
if (Count == 0) Count = 1;
UpdateText();
}
private void UpdateText()
{
itemCounterText.text = itemData.canStack ? saveData.count.ToString() : "";
itemCounterText.text = _itemData.canStack ? Count.ToString() : "";
}
/**
@@ -89,11 +85,11 @@ public class InventoryItem : MonoBehaviour
*/
public bool ChangeCount(int amount)
{
if (saveData.count + amount < 0) return false;
if (Count + amount < 0) return false;
saveData.count += amount;
Count += amount;
if (saveData.count == 0)
if (Count == 0)
{
//Destroys this gameobject if the count is 0 or lower
Destroy(gameObject);
@@ -107,11 +103,10 @@ 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.itemName;
item.transform.name = _itemData.name;
var colliderComponent = item.GetComponent<Collider>();
if (colliderComponent != null) colliderComponent.enabled = true;
@@ -132,13 +127,13 @@ public class InventoryItem : MonoBehaviour
public int GetItemid()
{
return itemData.itemId;;
return _itemId;
}
public override string ToString()
{
return $"{base.ToString()}, Count: {saveData.count}, ItemData: {itemData}";
return $"{base.ToString()}, Count: {Count}, ItemData: {_itemData}";
}
}

View File

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

View File

@@ -1,44 +1,16 @@
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

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

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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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m_TagString: Player
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========
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@@ -90,19 +90,19 @@ Material:
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- _HorizonCloudStartPosition: -0.1
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- _HorizonExponent: 3.3921747
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@@ -112,7 +112,7 @@ Material:
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@@ -121,25 +121,25 @@ Material:
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- _SunLightIntensity: 0.3061529
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PS5: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
Stadia: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
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WebGL: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
Windows Store Apps: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2
XboxOne: PHOTON_UNITY_NETWORKING;PUN_2_0_OR_NEWER;PUN_2_OR_NEWER;PUN_2_19_OR_NEWER;UNITY_POST_PROCESSING_STACK_V2