Got over the tiredness. Did a lot more things, loot tables, animations, the lot. Still in a slight daze, though.
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7
Assets/Prefabs/UI/Inventory Slot.prefab.meta
Normal file
7
Assets/Prefabs/UI/Inventory Slot.prefab.meta
Normal file
@ -0,0 +1,7 @@
|
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File diff suppressed because it is too large
Load Diff
@ -12,5 +12,5 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 51a0c90199131db459c8aae050b6f2c7, type: 3}
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m_Script: {fileID: 11500000, guid: 51a0c90199131db459c8aae050b6f2c7, type: 3}
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m_Name: PlayerInventory
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m_Name: PlayerInventory
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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MaxSpace: 25
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ItemSlots: []
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ItemSlots: []
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||||||
|
|||||||
@ -6,11 +6,14 @@ public class ItemBase : IEquatable<ItemBase>
|
|||||||
{
|
{
|
||||||
public string HumanName;
|
public string HumanName;
|
||||||
public string Id;
|
public string Id;
|
||||||
|
public Sprite Sprite;
|
||||||
|
|
||||||
[TextArea]
|
[TextArea]
|
||||||
public string Description;
|
public string Description;
|
||||||
|
|
||||||
public int MaxSlotSize;
|
public int MaxSlotSize;
|
||||||
|
|
||||||
public virtual bool Equals(ItemBase other) => Id == other.Id;
|
public virtual bool Equals(ItemBase other) => Id == other.Id && HumanName == other.HumanName && MaxSlotSize == other.MaxSlotSize;
|
||||||
|
public virtual void OnPickup() { }
|
||||||
|
public virtual void OnInventoryTick() { }
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,5 +1,6 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
[ExecuteAlways]
|
||||||
public class ItemGameObject : MonoBehaviour
|
public class ItemGameObject : MonoBehaviour
|
||||||
{
|
{
|
||||||
public float PickupDistance = 1.5f;
|
public float PickupDistance = 1.5f;
|
||||||
@ -8,14 +9,18 @@ public class ItemGameObject : MonoBehaviour
|
|||||||
|
|
||||||
public bool Collected { get; protected set; }
|
public bool Collected { get; protected set; }
|
||||||
|
|
||||||
|
private Collider2D col;
|
||||||
private PlayerController player;
|
private PlayerController player;
|
||||||
|
private Rigidbody2D rb;
|
||||||
private SpriteRenderer sr;
|
private SpriteRenderer sr;
|
||||||
|
|
||||||
private Vector2 initialSize;
|
private Vector2 initialSize;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
|
col = GetComponent<Collider2D>();
|
||||||
player = FindObjectOfType<PlayerController>();
|
player = FindObjectOfType<PlayerController>();
|
||||||
|
rb = GetComponent<Rigidbody2D>();
|
||||||
sr = GetComponent<SpriteRenderer>();
|
sr = GetComponent<SpriteRenderer>();
|
||||||
|
|
||||||
initialSize = transform.localScale;
|
initialSize = transform.localScale;
|
||||||
@ -25,6 +30,13 @@ public class ItemGameObject : MonoBehaviour
|
|||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
|
if (!Application.isPlaying)
|
||||||
|
{
|
||||||
|
Awake();
|
||||||
|
sr.sprite = ItemData.Sprite;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
float desiredSize, pickupDistSqr = PickupDistance * PickupDistance;
|
float desiredSize, pickupDistSqr = PickupDistance * PickupDistance;
|
||||||
|
|
||||||
Vector2 diff = player.transform.position - transform.position;
|
Vector2 diff = player.transform.position - transform.position;
|
||||||
@ -55,7 +67,8 @@ public class ItemGameObject : MonoBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
transform.localScale = Vector2.Lerp(transform.localScale, initialSize * desiredSize, Time.deltaTime * 15);
|
transform.localScale = Vector2.Lerp(transform.localScale, initialSize * desiredSize, Time.deltaTime * 15);
|
||||||
|
|
||||||
|
if (col != null) col.enabled = !Collected;
|
||||||
if (Collected)
|
if (Collected)
|
||||||
{
|
{
|
||||||
Vector3 playerPos = player.transform.position, curPos = transform.position;
|
Vector3 playerPos = player.transform.position, curPos = transform.position;
|
||||||
@ -73,12 +86,22 @@ public class ItemGameObject : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void GiveRandomVelocity(float max = 10)
|
||||||
|
{
|
||||||
|
if (rb == null) return;
|
||||||
|
|
||||||
|
Vector2 dir = Random.insideUnitCircle;
|
||||||
|
rb.velocity = dir * max;
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void OnDrop() { }
|
||||||
protected virtual void OnEnterPickupRange() { }
|
protected virtual void OnEnterPickupRange() { }
|
||||||
protected virtual void OnStayPickupRange() { }
|
protected virtual void OnStayPickupRange() { }
|
||||||
protected virtual void OnExitPickupRange() { }
|
protected virtual void OnExitPickupRange() { }
|
||||||
protected virtual void OnPickup()
|
protected virtual void OnPickup()
|
||||||
{
|
{
|
||||||
Collected = true;
|
Collected = true;
|
||||||
|
ItemData.OnPickup();
|
||||||
}
|
}
|
||||||
protected virtual void OnPickupFailed() { }
|
protected virtual void OnPickupFailed() { }
|
||||||
}
|
}
|
||||||
|
|||||||
82
Assets/Scripts/Items/LootBox.cs
Normal file
82
Assets/Scripts/Items/LootBox.cs
Normal file
@ -0,0 +1,82 @@
|
|||||||
|
using System.Linq;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class LootBox : MonoBehaviour
|
||||||
|
{
|
||||||
|
public bool Opened;
|
||||||
|
public LootTable LootTable;
|
||||||
|
|
||||||
|
public Sprite ClosedSprite, OpenedSprite;
|
||||||
|
|
||||||
|
private Collider2D col;
|
||||||
|
private PlayerController player;
|
||||||
|
private SpriteRenderer sr;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
col = GetComponent<Collider2D>();
|
||||||
|
player = FindObjectOfType<PlayerController>();
|
||||||
|
sr = GetComponent<SpriteRenderer>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if (Opened) sr.sprite = OpenedSprite;
|
||||||
|
else sr.sprite = ClosedSprite;
|
||||||
|
|
||||||
|
col.isTrigger = Opened;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCollisionEnter2D(Collision2D collision)
|
||||||
|
{
|
||||||
|
if (collision.gameObject == player.gameObject) Open();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Open()
|
||||||
|
{
|
||||||
|
if (Opened) return;
|
||||||
|
DoOpenAnimation();
|
||||||
|
}
|
||||||
|
|
||||||
|
private async void DoOpenAnimation()
|
||||||
|
{
|
||||||
|
Opened = true;
|
||||||
|
await Task.Delay(750);
|
||||||
|
|
||||||
|
int itemCount = Random.Range(LootTable.ItemCountRange.x, LootTable.ItemCountRange.y + 1);
|
||||||
|
float weightSum = (from entry in LootTable.Entries select entry.Weight).Sum();
|
||||||
|
for (int i = 0; i < itemCount; i++)
|
||||||
|
{
|
||||||
|
// Weighted random choice.
|
||||||
|
float weightChosen = Random.Range(0, weightSum);
|
||||||
|
ItemGameObject chosen = null;
|
||||||
|
|
||||||
|
for (int j = 0; j < LootTable.Entries.Length; j++)
|
||||||
|
{
|
||||||
|
LootTable.Entry possibleItem = LootTable.Entries[j];
|
||||||
|
if (weightChosen < possibleItem.Weight)
|
||||||
|
{
|
||||||
|
chosen = possibleItem.Item;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
else weightChosen -= possibleItem.Weight;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (chosen == null)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("There aren't any items to give! The loot table must be empty.");
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
GameObject obj = Instantiate(chosen.gameObject, transform);
|
||||||
|
obj.transform.position = transform.position;
|
||||||
|
ItemGameObject item = obj.GetComponent<ItemGameObject>();
|
||||||
|
|
||||||
|
item.OnDrop();
|
||||||
|
item.GiveRandomVelocity();
|
||||||
|
|
||||||
|
await Task.Delay(150);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/Items/LootBox.cs.meta
Normal file
11
Assets/Scripts/Items/LootBox.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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|
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|
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16
Assets/Scripts/Items/LootTable.cs
Normal file
16
Assets/Scripts/Items/LootTable.cs
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
public class LootTable
|
||||||
|
{
|
||||||
|
public Entry[] Entries;
|
||||||
|
public Vector2Int ItemCountRange;
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
public class Entry
|
||||||
|
{
|
||||||
|
public ItemGameObject Item;
|
||||||
|
public float Weight;
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/Items/LootTable.cs.meta
Normal file
11
Assets/Scripts/Items/LootTable.cs.meta
Normal file
@ -0,0 +1,11 @@
|
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|
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|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -17,8 +17,12 @@ public class PlayerController : MonoBehaviour
|
|||||||
public float OverhealDegradation;
|
public float OverhealDegradation;
|
||||||
public float OverhealAcceleration;
|
public float OverhealAcceleration;
|
||||||
|
|
||||||
|
[Header("Animations")]
|
||||||
|
public float AnimationSpeed;
|
||||||
|
|
||||||
private float overhealTimer;
|
private float overhealTimer;
|
||||||
|
|
||||||
|
private Animator anim;
|
||||||
private CameraController cam;
|
private CameraController cam;
|
||||||
private DungeonGenerator generator;
|
private DungeonGenerator generator;
|
||||||
private Rigidbody2D rb;
|
private Rigidbody2D rb;
|
||||||
@ -27,6 +31,7 @@ public class PlayerController : MonoBehaviour
|
|||||||
{
|
{
|
||||||
Active = true;
|
Active = true;
|
||||||
|
|
||||||
|
anim = GetComponent<Animator>();
|
||||||
cam = FindObjectOfType<CameraController>();
|
cam = FindObjectOfType<CameraController>();
|
||||||
generator = FindObjectOfType<DungeonGenerator>();
|
generator = FindObjectOfType<DungeonGenerator>();
|
||||||
rb = GetComponent<Rigidbody2D>();
|
rb = GetComponent<Rigidbody2D>();
|
||||||
@ -44,6 +49,7 @@ public class PlayerController : MonoBehaviour
|
|||||||
{
|
{
|
||||||
MovementTick();
|
MovementTick();
|
||||||
OverhealTick();
|
OverhealTick();
|
||||||
|
InventoryTick();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void MovementTick()
|
private void MovementTick()
|
||||||
@ -57,6 +63,14 @@ public class PlayerController : MonoBehaviour
|
|||||||
Vector2 axis = new Vector2(Input.GetAxisRaw("Horizontal"),
|
Vector2 axis = new Vector2(Input.GetAxisRaw("Horizontal"),
|
||||||
Input.GetAxisRaw("Vertical"));
|
Input.GetAxisRaw("Vertical"));
|
||||||
rb.velocity = Vector2.ClampMagnitude(axis, 1) * Speed;
|
rb.velocity = Vector2.ClampMagnitude(axis, 1) * Speed;
|
||||||
|
|
||||||
|
float mag = axis.magnitude;
|
||||||
|
if (mag > 0.1)
|
||||||
|
{
|
||||||
|
anim.SetInteger("State", 1);
|
||||||
|
anim.SetFloat("Speed", mag * AnimationSpeed);
|
||||||
|
}
|
||||||
|
else anim.SetInteger("State", 0);
|
||||||
}
|
}
|
||||||
private void OverhealTick()
|
private void OverhealTick()
|
||||||
{
|
{
|
||||||
@ -65,6 +79,7 @@ public class PlayerController : MonoBehaviour
|
|||||||
while (overhealTimer < 0)
|
while (overhealTimer < 0)
|
||||||
{
|
{
|
||||||
CurrentHealth--;
|
CurrentHealth--;
|
||||||
|
FindObjectOfType<HealthBar>().DecreaseCurrentHealthBefore();
|
||||||
overhealTimer += 1 / (OverhealDegradation + OverhealAcceleration * (CurrentHealth - BaseStats.MaxHealth));
|
overhealTimer += 1 / (OverhealDegradation + OverhealAcceleration * (CurrentHealth - BaseStats.MaxHealth));
|
||||||
}
|
}
|
||||||
overhealTimer -= Time.deltaTime;
|
overhealTimer -= Time.deltaTime;
|
||||||
@ -74,6 +89,15 @@ public class PlayerController : MonoBehaviour
|
|||||||
overhealTimer = 1;
|
overhealTimer = 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
private void InventoryTick()
|
||||||
|
{
|
||||||
|
for (int i = 0; i < Inventory.ItemSlots.Count; i++)
|
||||||
|
{
|
||||||
|
ItemSlot slot = Inventory.ItemSlots[i];
|
||||||
|
if (slot.Item == null) continue;
|
||||||
|
slot.Item.OnInventoryTick();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public bool TryPickupItem(ItemBase item)
|
public bool TryPickupItem(ItemBase item)
|
||||||
{
|
{
|
||||||
|
|||||||
@ -1,6 +1,7 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using TMPro;
|
using TMPro;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
public class HealthBar : MonoBehaviour
|
public class HealthBar : MonoBehaviour
|
||||||
{
|
{
|
||||||
@ -12,6 +13,7 @@ public class HealthBar : MonoBehaviour
|
|||||||
private TextMeshProUGUI text;
|
private TextMeshProUGUI text;
|
||||||
private List<RectTransform> bars;
|
private List<RectTransform> bars;
|
||||||
private RectTransform border;
|
private RectTransform border;
|
||||||
|
private RawImage border1img, border2img;
|
||||||
|
|
||||||
private PlayerController player;
|
private PlayerController player;
|
||||||
|
|
||||||
@ -33,9 +35,13 @@ public class HealthBar : MonoBehaviour
|
|||||||
text = mainBar.Find("Display").GetComponent<TextMeshProUGUI>();
|
text = mainBar.Find("Display").GetComponent<TextMeshProUGUI>();
|
||||||
border = transform.Find("Border").GetComponent<RectTransform>();
|
border = transform.Find("Border").GetComponent<RectTransform>();
|
||||||
|
|
||||||
|
border1img = border.GetChild(0).GetComponent<RawImage>();
|
||||||
|
border2img = border.GetChild(1).GetComponent<RawImage>();
|
||||||
|
|
||||||
Tick(true);
|
Tick(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private int currentHealthBefore;
|
||||||
private float prevHealth;
|
private float prevHealth;
|
||||||
private void Update() => Tick(false);
|
private void Update() => Tick(false);
|
||||||
private void Tick(bool instant)
|
private void Tick(bool instant)
|
||||||
@ -43,13 +49,27 @@ public class HealthBar : MonoBehaviour
|
|||||||
float size = Mathf.Log10(player.BaseStats.MaxHealth) * ScalingFactor;
|
float size = Mathf.Log10(player.BaseStats.MaxHealth) * ScalingFactor;
|
||||||
float desiredHealth = player.CurrentHealth;
|
float desiredHealth = player.CurrentHealth;
|
||||||
float ratio = desiredHealth / player.BaseStats.MaxHealth;
|
float ratio = desiredHealth / player.BaseStats.MaxHealth;
|
||||||
float borderSize = 4 + 2 * Mathf.Max(0, Mathf.Ceil(ratio - 1));
|
float borderSize = 16 + 8 * Mathf.Max(0, Mathf.Ceil(ratio - 1));
|
||||||
|
|
||||||
|
float curAlpha = border1img.color.r;
|
||||||
|
if (player.CurrentHealth < currentHealthBefore)
|
||||||
|
{
|
||||||
|
// Calculate difference and add white flash.
|
||||||
|
float addAlpha = (float)(currentHealthBefore - player.CurrentHealth) / player.BaseStats.MaxHealth;
|
||||||
|
addAlpha = Mathf.Pow(addAlpha, 0.5f);
|
||||||
|
|
||||||
|
curAlpha = 1 - (1 - addAlpha) * (1 - curAlpha);
|
||||||
|
}
|
||||||
|
|
||||||
|
curAlpha = Mathf.Lerp(curAlpha, 0, Time.deltaTime * 5);
|
||||||
|
border1img.color = new Color(curAlpha, curAlpha, curAlpha, 1);
|
||||||
|
border2img.color = new Color(curAlpha, curAlpha, curAlpha, 1);
|
||||||
|
|
||||||
if (!instant)
|
if (!instant)
|
||||||
{
|
{
|
||||||
desiredHealth = Mathf.Lerp(prevHealth, desiredHealth, Time.deltaTime * 5);
|
desiredHealth = Mathf.Lerp(prevHealth, desiredHealth, Time.deltaTime * 5);
|
||||||
ratio = desiredHealth / player.BaseStats.MaxHealth;
|
ratio = desiredHealth / player.BaseStats.MaxHealth;
|
||||||
borderSize = Mathf.Lerp(border.sizeDelta.y, 4 + 2 * Mathf.Max(0, Mathf.Ceil(ratio - 1)), Time.deltaTime * 20);
|
borderSize = Mathf.Lerp(border.sizeDelta.y, 16 + 8 * Mathf.Max(0, Mathf.Ceil(ratio * 0.999f - 1)), Time.deltaTime * 20);
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int i = 0; i < bars.Count; i++)
|
for (int i = 0; i < bars.Count; i++)
|
||||||
@ -64,8 +84,11 @@ public class HealthBar : MonoBehaviour
|
|||||||
text.text = Mathf.RoundToInt(desiredHealth).ToString();
|
text.text = Mathf.RoundToInt(desiredHealth).ToString();
|
||||||
|
|
||||||
border.sizeDelta = new Vector2(border.sizeDelta.x, borderSize);
|
border.sizeDelta = new Vector2(border.sizeDelta.x, borderSize);
|
||||||
border.localPosition = new Vector2(border.localPosition.x, -2 - borderSize / 2);
|
border.localPosition = new Vector2(border.localPosition.x, -8 - borderSize / 2);
|
||||||
|
|
||||||
prevHealth = desiredHealth;
|
prevHealth = desiredHealth;
|
||||||
|
currentHealthBefore = player.CurrentHealth;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void DecreaseCurrentHealthBefore() => currentHealthBefore--; // Goofy ahh hack.
|
||||||
}
|
}
|
||||||
|
|||||||
57
Assets/Scripts/UI/InventoryDisplay.cs
Normal file
57
Assets/Scripts/UI/InventoryDisplay.cs
Normal file
@ -0,0 +1,57 @@
|
|||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class InventoryDisplay : MonoBehaviour
|
||||||
|
{
|
||||||
|
private Image[] displays;
|
||||||
|
private TextMeshProUGUI[] counters;
|
||||||
|
private PlayerController player;
|
||||||
|
|
||||||
|
private RawImage background;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
Transform slotsRoot = transform.Find("Slots");
|
||||||
|
displays = new Image[slotsRoot.childCount];
|
||||||
|
counters = new TextMeshProUGUI[slotsRoot.childCount];
|
||||||
|
for (int i = 0; i < slotsRoot.childCount; i++)
|
||||||
|
{
|
||||||
|
Transform child = slotsRoot.GetChild(i);
|
||||||
|
displays[i] = child.Find("Item Display").GetComponent<Image>();
|
||||||
|
counters[i] = child.Find("Count Display").GetComponent<TextMeshProUGUI>();
|
||||||
|
}
|
||||||
|
|
||||||
|
background = GetComponent<RawImage>();
|
||||||
|
player = FindObjectOfType<PlayerController>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
bool active = Input.GetKey(KeyCode.E);
|
||||||
|
|
||||||
|
for (int i = 0; i < transform.childCount; i++) transform.GetChild(i).gameObject.SetActive(active);
|
||||||
|
background.enabled = active;
|
||||||
|
|
||||||
|
if (active) RefreshInventory();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void RefreshInventory()
|
||||||
|
{
|
||||||
|
for (int i = 0; i < player.Inventory.MaxSpace; i++)
|
||||||
|
{
|
||||||
|
if (i >= displays.Length) break;
|
||||||
|
else if (i >= player.Inventory.ItemSlots.Count || player.Inventory.ItemSlots[i].Item == null)
|
||||||
|
{
|
||||||
|
displays[i].gameObject.SetActive(false);
|
||||||
|
counters[i].gameObject.SetActive(false);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
displays[i].gameObject.SetActive(true);
|
||||||
|
displays[i].sprite = player.Inventory.ItemSlots[i].Item.Sprite;
|
||||||
|
|
||||||
|
counters[i].gameObject.SetActive(player.Inventory.ItemSlots[i].Count > 1);
|
||||||
|
counters[i].text = $"x{player.Inventory.ItemSlots[i].Count}";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/UI/InventoryDisplay.cs.meta
Normal file
11
Assets/Scripts/UI/InventoryDisplay.cs.meta
Normal file
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assetBundleVariant:
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588
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|
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|
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||||||
|
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||||||
|
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||||||
|
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||||||
|
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|
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||||||
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||||||
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||||||
|
platformSettings:
|
||||||
|
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|
||||||
|
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|
||||||
|
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
|
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||||||
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||||||
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||||||
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||||||
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||||||
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||||||
|
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||||||
|
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||||||
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||||||
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Loading…
x
Reference in New Issue
Block a user