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station_obscurum_unity/Assets/Scripts/Item/SpecialItemCycler.cs

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using System;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
using UnityEngine.UI;
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namespace Item
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{
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[Serializable]
public class ItemImageRef
{
public string name;
public GameObject item;
public Sprite icon;
}
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public class SpecialItemCycler : MonoBehaviour
{
[SerializeField] private List<ItemImageRef> spawnableItems = new();
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[SerializeField] private List<ItemImageRef> shootableItems = new();
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[SerializeField] private Player.PlayerInteractionHandler interactionHandler;
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[SerializeField] private Item.PistolComponent pistol;
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[SerializeField]
//private Inventory invent;
private TempInventory invent;
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[SerializeField] private Image selectedImage;
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[SerializeField] private TMP_Text selectedQuantityText;
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private int shootableIndex;
private int spawnableIndex;
private Color sqtInitColor;
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// Start is called before the first frame update
private void Start()
{
sqtInitColor = selectedQuantityText.color;
}
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// Update is called once per frame
private void Update()
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{
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if (interactionHandler.GunEnabled)
{
pistol.projectilePrefab = shootableItems[shootableIndex % shootableItems.Count].item;
pistol.projectileName = shootableItems[shootableIndex % shootableItems.Count].name;
}
SetImage();
if (Input.GetButtonDown("CycleItems"))
{
if (interactionHandler.GunEnabled)
{
shootableIndex = (shootableIndex + 1) % shootableItems.Count;
selectedImage.sprite = shootableItems[shootableIndex].icon;
}
else
{
spawnableIndex = (spawnableIndex + 1) % spawnableItems.Count;
selectedImage.sprite = spawnableItems[spawnableIndex].icon;
}
if (selectedImage.sprite == null)
selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 0);
else
selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 1);
}
if (Input.GetButtonDown("TempPlace"))
if (invent.GetQuantityOf(spawnableItems[spawnableIndex].name) > 0)
if (!interactionHandler.GunEnabled && spawnableItems[spawnableIndex].item != null)
{
var prefab = spawnableItems[spawnableIndex].item;
var instance = Instantiate(prefab, interactionHandler.CarryingPos);
instance.transform.localPosition = Vector3.zero;
instance.transform.parent = null;
invent.Remove(spawnableItems[spawnableIndex].name);
}
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}
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private void SetImage()
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{
if (interactionHandler.GunEnabled)
{
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selectedImage.sprite = shootableItems[shootableIndex].icon;
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selectedQuantityText.text = invent.GetQuantityOf(shootableItems[shootableIndex].name).ToString();
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}
else
{
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selectedImage.sprite = spawnableItems[spawnableIndex].icon;
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selectedQuantityText.text = invent.GetQuantityOf(spawnableItems[spawnableIndex].name).ToString();
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}
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if (selectedImage.sprite == null)
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{
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selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 0);
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selectedQuantityText.gameObject.SetActive(false);
}
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else
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{
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selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 1);
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selectedQuantityText.gameObject.SetActive(true);
if (selectedQuantityText.text == "0")
selectedQuantityText.color = Color.red;
else
selectedQuantityText.color = sqtInitColor;
}
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}
}
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}