f8590432ba
Created assemblies for the new design code. Relocated legacy scripts into a legacy folder and made a "new_design" folder for new design.
116 lines
4.2 KiB
C#
116 lines
4.2 KiB
C#
using System;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Item
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{
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[Serializable]
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public class ItemImageRef
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{
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public string name;
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public GameObject item;
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public Sprite icon;
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}
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public class SpecialItemCycler : MonoBehaviour
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{
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[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]
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//private Inventory invent;
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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;
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private int spawnableIndex;
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private Color sqtInitColor;
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// Start is called before the first frame update
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private void Start()
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{
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sqtInitColor = selectedQuantityText.color;
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}
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// Update is called once per frame
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private void Update()
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{
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if (interactionHandler.GunEnabled)
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{
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pistol.projectilePrefab = shootableItems[shootableIndex % shootableItems.Count].item;
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pistol.projectileName = shootableItems[shootableIndex % shootableItems.Count].name;
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}
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SetImage();
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if (Input.GetButtonDown("CycleItems"))
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{
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if (interactionHandler.GunEnabled)
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{
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shootableIndex = (shootableIndex + 1) % shootableItems.Count;
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selectedImage.sprite = shootableItems[shootableIndex].icon;
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}
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else
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{
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spawnableIndex = (spawnableIndex + 1) % spawnableItems.Count;
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selectedImage.sprite = spawnableItems[spawnableIndex].icon;
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}
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if (selectedImage.sprite == null)
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selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 0);
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else
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selectedImage.color = new Color(selectedImage.color.r, selectedImage.color.g, selectedImage.color.b, 1);
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}
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if (Input.GetButtonDown("TempPlace"))
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if (invent.GetQuantityOf(spawnableItems[spawnableIndex].name) > 0)
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if (!interactionHandler.GunEnabled && spawnableItems[spawnableIndex].item != null)
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{
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var prefab = spawnableItems[spawnableIndex].item;
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var instance = Instantiate(prefab, interactionHandler.CarryingPos);
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instance.transform.localPosition = Vector3.zero;
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instance.transform.parent = null;
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invent.Remove(spawnableItems[spawnableIndex].name);
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}
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}
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private void SetImage()
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{
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if (interactionHandler.GunEnabled)
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{
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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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}
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else
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{
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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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}
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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);
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if (selectedQuantityText.text == "0")
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selectedQuantityText.color = Color.red;
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else
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selectedQuantityText.color = sqtInitColor;
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}
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}
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}
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} |