/
Inventory.cs
165 lines (150 loc) · 3.92 KB
/
Inventory.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Inventory : MonoBehaviour
{
protected Slot[] slotList;
private float targetAlpha = 1;
private float smoothing = 4;
private bool isInventoryOpen;
public bool IsInventoryOpen
{
get { return isInventoryOpen; }
set { value = isInventoryOpen; }
}
private CanvasGroup canvasGroup;
public CanvasGroup CanvasGroups { get { return canvasGroup; } }
// Start is called before the first frame update
public virtual void Start()
{
slotList = GetComponentsInChildren<Slot>();
canvasGroup = GetComponent<CanvasGroup>();
}
private void Update()
{
if(canvasGroup.alpha != targetAlpha)
{
canvasGroup.alpha = Mathf.Lerp(canvasGroup.alpha, targetAlpha, smoothing * Time.deltaTime);
if(Mathf.Abs(canvasGroup.alpha - targetAlpha ) < 0.1f)
{
canvasGroup.alpha = targetAlpha;
}
}
}
public bool StoreItem(int id)
{
Item item = InventoryManager.Instance.GetItemById(id);
return StoreItem(item);
}
/// <summary>
/// Funcion para guardar items
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
public bool StoreItem(Item item)
{
if(item == null)
{
Debug.LogWarning("No existe el ITEM id !!!!");
return false;
}
if(item.Capacity == 1)
{
Slot slot = FindEmptySlot();
if(slot == null)
{
Debug.LogWarning("No hay mas huecos !!");
return false;
}
else
{
slot.StoreItem(item); // alamcena el objeto de el slot del inventario
}
}
else
{
Slot slot = FindSameIdSlot(item);
if(slot != null)
{
slot.StoreItem(item);
}
else
{
Slot emptySlot = FindEmptySlot();
if(emptySlot != null)
{
emptySlot.StoreItem(item);
}
else
{
Debug.LogWarning("No hay mas huecos !!");
return false;
}
}
}
return true;
}
/// <summary>
/// Metodos para encontrar huecos en los slots
/// </summary>
/// <returns></returns>
private Slot FindEmptySlot()
{
foreach (Slot slot in slotList)
{
if(slot.transform.childCount == 0)
{
return slot;
}
}
return null;
}
/// <summary>
/// Funcion para encontrar el mismo huecos
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
private Slot FindSameIdSlot(Item item)
{
foreach(Slot slot in slotList)
{
if(slot.transform.childCount >= 1 && slot.GetItemId() == item.ID && slot.IsFilled() == false)
{
return slot;
}
}
return null;
}
/// <summary>
/// Mostrar inventario
/// // si blockrayscast es verdad se interactual con el panel
/// </summary>
public void Show()
{
targetAlpha = 1;
canvasGroup.blocksRaycasts = true;
IsInventoryOpen = true;
}
/// <summary>
/// Ocultar inventario
/// // si blockrayscast es falso no se interactual con el panel
/// </summary>
public void Hide()
{
targetAlpha = 0;
canvasGroup.blocksRaycasts = false;
isInventoryOpen = false;
}
public void DisplaySwitch()
{
//print("es " + IsInventoryOpen);
if(targetAlpha == 0)
{
Show();
}
else
{
Hide();
}
}
}