Some new inventory things. Work in progress.
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18
Assets/Scriptables/PlayerInventory.asset
Normal file
18
Assets/Scriptables/PlayerInventory.asset
Normal file
@ -0,0 +1,18 @@
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%YAML 1.1
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@ -1,9 +1,16 @@
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using System;
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using UnityEngine;
|
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public class ItemBase : MonoBehaviour
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[Serializable]
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public class ItemBase : IEquatable<ItemBase>
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{
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public string HumanName;
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public string Id;
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[TextArea]
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public string Description;
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public int MaxSlotSize;
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public virtual bool Equals(ItemBase other) => Id == other.Id;
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}
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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84
Assets/Scripts/Items/ItemGameObject.cs
Normal file
84
Assets/Scripts/Items/ItemGameObject.cs
Normal file
@ -0,0 +1,84 @@
|
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using UnityEngine;
|
||||
|
||||
public class ItemGameObject : MonoBehaviour
|
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{
|
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public float PickupDistance = 1.5f;
|
||||
public float PickupSize = 1.375f;
|
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public ItemBase ItemData;
|
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public bool Collected { get; protected set; }
|
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|
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private PlayerController player;
|
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private SpriteRenderer sr;
|
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|
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private Vector2 initialSize;
|
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|
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private void Awake()
|
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{
|
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player = FindObjectOfType<PlayerController>();
|
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sr = GetComponent<SpriteRenderer>();
|
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|
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initialSize = transform.localScale;
|
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}
|
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private bool lastCouldPickup;
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|
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private void Update()
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{
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float desiredSize, pickupDistSqr = PickupDistance * PickupDistance;
|
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|
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Vector2 diff = player.transform.position - transform.position;
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float diffMagSqr = diff.x * diff.x + diff.y * diff.y;
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if (!Collected && diffMagSqr <= pickupDistSqr)
|
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{
|
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if (!lastCouldPickup) OnEnterPickupRange();
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OnStayPickupRange();
|
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|
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desiredSize = PickupSize;
|
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lastCouldPickup = true;
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if (Input.GetKeyDown(KeyCode.Space))
|
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{
|
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if (player.TryPickupItem(ItemData))
|
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{
|
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desiredSize = 1;
|
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OnPickup();
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}
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else OnPickupFailed();
|
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}
|
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}
|
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else
|
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{
|
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if (lastCouldPickup) OnExitPickupRange();
|
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|
||||
desiredSize = 1;
|
||||
lastCouldPickup = false;
|
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}
|
||||
|
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transform.localScale = Vector2.Lerp(transform.localScale, initialSize * desiredSize, Time.deltaTime * 15);
|
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|
||||
if (Collected)
|
||||
{
|
||||
Vector3 playerPos = player.transform.position, curPos = transform.position;
|
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transform.position = Vector3.Lerp(curPos, playerPos, Time.deltaTime * 10);
|
||||
|
||||
if (sr != null)
|
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{
|
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Color clearCol = new Color(sr.color.r, sr.color.g, sr.color.b, 0);
|
||||
sr.color = Color.Lerp(sr.color, clearCol, Time.deltaTime * 10);
|
||||
|
||||
if (sr.color.a <= 1e-3) Destroy(gameObject);
|
||||
}
|
||||
|
||||
if (diffMagSqr <= 1e-4) Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void OnEnterPickupRange() { }
|
||||
protected virtual void OnStayPickupRange() { }
|
||||
protected virtual void OnExitPickupRange() { }
|
||||
protected virtual void OnPickup()
|
||||
{
|
||||
Collected = true;
|
||||
}
|
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protected virtual void OnPickupFailed() { }
|
||||
}
|
||||
11
Assets/Scripts/Items/ItemGameObject.cs.meta
Normal file
11
Assets/Scripts/Items/ItemGameObject.cs.meta
Normal file
@ -0,0 +1,11 @@
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8
Assets/Scripts/Items/ItemSlot.cs
Normal file
8
Assets/Scripts/Items/ItemSlot.cs
Normal file
@ -0,0 +1,8 @@
|
||||
using System;
|
||||
|
||||
[Serializable]
|
||||
public class ItemSlot
|
||||
{
|
||||
public ItemBase Item;
|
||||
public int Count;
|
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}
|
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11
Assets/Scripts/Items/ItemSlot.cs.meta
Normal file
11
Assets/Scripts/Items/ItemSlot.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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@ -3,6 +3,7 @@ using UnityEngine;
|
||||
public class PlayerController : MonoBehaviour
|
||||
{
|
||||
public PlayerStats BaseStats;
|
||||
public PlayerInventory Inventory;
|
||||
|
||||
[Header("Movement")]
|
||||
public RoomObject Room;
|
||||
@ -62,4 +63,34 @@ public class PlayerController : MonoBehaviour
|
||||
overhealTimer = 1;
|
||||
}
|
||||
}
|
||||
|
||||
public bool TryPickupItem(ItemBase item)
|
||||
{
|
||||
// First, try and match the item with any other slot.
|
||||
for (int i = 0; i < Inventory.ItemSlots.Count; i++)
|
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{
|
||||
ItemSlot slot = Inventory.ItemSlots[i];
|
||||
if (slot.Item == null || (slot.Item.Equals(item) && slot.Count < slot.Item.MaxSlotSize))
|
||||
{
|
||||
// Item added to slot.
|
||||
// If the Equals() is not handled correctly,
|
||||
// this might overwrite metadata.
|
||||
slot.Item = item;
|
||||
slot.Count++;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// It doesn't fit in a slot, try and make a new slot.
|
||||
if (Inventory.ItemSlots.Count < Inventory.MaxSpace)
|
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{
|
||||
Inventory.ItemSlots.Add(new ItemSlot()
|
||||
{
|
||||
Item = item,
|
||||
Count = 1
|
||||
});
|
||||
return true;
|
||||
}
|
||||
else return false; // No room to make a new slot, it doesn't fit.
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,18 +0,0 @@
|
||||
# Generation Procedure
|
||||
This file details the algorithm I will be using to procedurally generate dungeons.
|
||||
It's not super complex in the grand scheme of things, but I still felt the need to
|
||||
write it out to help myself understand it before trying to implement it.
|
||||
|
||||
## Properties
|
||||
|
||||
### RoomObject
|
||||
- Bounds
|
||||
- Doors
|
||||
- CanBeRotated
|
||||
|
||||
### RoomDoor
|
||||
- ParentRoom
|
||||
- Corresponding
|
||||
- Disabled
|
||||
- Tags
|
||||
- AllowedRoomTags (tags and weights)
|
||||
9
Assets/Scripts/ScriptableObjects/PlayerInventory.cs
Normal file
9
Assets/Scripts/ScriptableObjects/PlayerInventory.cs
Normal file
@ -0,0 +1,9 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu]
|
||||
public class PlayerInventory : ScriptableObject
|
||||
{
|
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public int MaxSpace;
|
||||
public List<ItemSlot> ItemSlots;
|
||||
}
|
||||
11
Assets/Scripts/ScriptableObjects/PlayerInventory.cs.meta
Normal file
11
Assets/Scripts/ScriptableObjects/PlayerInventory.cs.meta
Normal file
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||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -8,9 +8,10 @@ public class HealthBar : MonoBehaviour
|
||||
|
||||
private RectTransform rectTransform;
|
||||
|
||||
private RectTransform bar;
|
||||
private RectTransform mainBar;
|
||||
private TextMeshProUGUI text;
|
||||
private List<RectTransform> bars;
|
||||
private RectTransform border;
|
||||
|
||||
private PlayerController player;
|
||||
|
||||
@ -18,7 +19,7 @@ public class HealthBar : MonoBehaviour
|
||||
{
|
||||
rectTransform = GetComponent<RectTransform>();
|
||||
|
||||
bar = transform.Find("Range").GetComponent<RectTransform>();
|
||||
mainBar = transform.Find("Range").GetComponent<RectTransform>();
|
||||
bars = new List<RectTransform>();
|
||||
for (int i = 0; i < transform.childCount; i++)
|
||||
{
|
||||
@ -26,10 +27,11 @@ public class HealthBar : MonoBehaviour
|
||||
if (child.name.StartsWith("Overheal ")) bars.Add(child.GetComponent<RectTransform>());
|
||||
}
|
||||
bars.Sort((a, b) => int.Parse(a.name.Substring(9)).CompareTo(int.Parse(b.name.Substring(9))));
|
||||
bars.Insert(0, bar);
|
||||
bars.Insert(0, mainBar);
|
||||
|
||||
player = FindObjectOfType<PlayerController>();
|
||||
text = bar.Find("Display").GetComponent<TextMeshProUGUI>();
|
||||
text = mainBar.Find("Display").GetComponent<TextMeshProUGUI>();
|
||||
border = transform.Find("Border").GetComponent<RectTransform>();
|
||||
|
||||
Tick(true);
|
||||
}
|
||||
@ -41,11 +43,13 @@ public class HealthBar : MonoBehaviour
|
||||
float size = Mathf.Log10(player.BaseStats.MaxHealth) * ScalingFactor;
|
||||
float desiredHealth = player.CurrentHealth;
|
||||
float ratio = desiredHealth / player.BaseStats.MaxHealth;
|
||||
float borderSize = 4 + 2 * Mathf.Max(0, Mathf.Ceil(ratio - 1));
|
||||
|
||||
if (!instant)
|
||||
{
|
||||
desiredHealth = Mathf.Lerp(prevHealth, desiredHealth, Time.deltaTime * 5);
|
||||
ratio = desiredHealth / player.BaseStats.MaxHealth;
|
||||
borderSize = Mathf.Lerp(border.sizeDelta.y, 4 + 2 * Mathf.Max(0, Mathf.Ceil(ratio - 1)), Time.deltaTime * 20);
|
||||
}
|
||||
|
||||
for (int i = 0; i < bars.Count; i++)
|
||||
@ -59,6 +63,9 @@ public class HealthBar : MonoBehaviour
|
||||
}
|
||||
text.text = Mathf.RoundToInt(desiredHealth).ToString();
|
||||
|
||||
border.sizeDelta = new Vector2(border.sizeDelta.x, borderSize);
|
||||
border.localPosition = new Vector2(border.localPosition.x, -2 - borderSize / 2);
|
||||
|
||||
prevHealth = desiredHealth;
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user