Firstborn/Assets/RPG Creation Kit/Scripts/Inventory System/Inventory.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using RPGCreationKit;
using RPGCreationKit.SaveSystem;
using System;
namespace RPGCreationKit
{
public class Inventory : MonoBehaviour
{
public static Inventory PlayerInventory;
private void Awake()
{
// Find the player inventory and set reference
if (!PlayerInventory)
if (gameObject.CompareTag("Player"))
PlayerInventory = this;
subLists = new List<ItemInInventory>[Item.typesCount];
for (int i = 0; i < Item.typesCount; i++)
subLists[i] = new List<ItemInInventory>();
}
[SerializeField] private Equipment equipment;
[Header("Inventory Lists")]
[SerializeField]
public List<ItemInInventory> Items = new List<ItemInInventory>();
[SerializeField]
public List<ItemInInventory>[] subLists = new List<ItemInInventory>[Item.typesCount];
[Space(10)]
public float Encumbrance = 100;
public float CurTotalWeight = 0;
private void Start()
{
equipment = GetComponent<Equipment>();
}
public void InitializeInventory()
{
ClearSubLists();
// Fill the sub inventories
for (int i = 0; i < Items.Count; i++)
{
Items[i].externalItemID = Items[i].item.ItemID;
subLists[(int)Items[i].item.itemType].Add(Items[i]);
}
}
public ItemInInventory AddItem(string _itemID, int _amount, bool _playSound = true)
{
Item item = ItemsDatabase.GetItem(_itemID);
if (item == null)
{
Debug.LogWarning("Tried to add in an Inventory the item with ID: '" + _itemID + "' but it is not present in the ItemsDatabase, you probably have to update it.");
return null;
}
return AddItem(item, new Metadata(), _amount, _playSound);
}
public ItemInInventory AddItem(Item _item, Metadata _metadata, int _amount, bool _playSound = true)
{
ItemInInventory newItem = new ItemInInventory();
// If it's cumulable
if (_item.isCumulable)
{
// Try to get the item
newItem = GetItem(_item);
// If you get it, just update the amount and leave
if(newItem != null && newItem.metadata.Equals(_metadata))
{
newItem.Amount += _amount;
CurTotalWeight = CalculateTotalWeight();
return newItem;
}
else
{
newItem = new ItemInInventory()
{
item = _item,
externalItemID = _item.ItemID,
metadata = _metadata,
Amount = _amount
};
Items.Add(newItem);
subLists[(int)newItem.item.itemType].Add(newItem);
CurTotalWeight = CalculateTotalWeight();
return newItem;
}
}
// The code above runs if the item isn't cumulable
for(int i = 0; i < _amount; i++)
{
// Add as many as the amount is
newItem = new ItemInInventory()
{
item = _item,
externalItemID = _item.ItemID,
metadata = _metadata,
Amount = 1
};
Items.Add(newItem);
subLists[(int)newItem.item.itemType].Add(newItem);
}
// If player inventory play sound
if(_playSound && PlayerInventory == this)
{
if (_item.sOnAddedInInventory != null)
GameAudioManager.instance.PlayOneShot(AudioSources.UISounds, _item.sOnAddedInInventory);
}
// ITEMSCRIPT_FUNC Run OnAdd
if (!string.IsNullOrEmpty(newItem.item.itemScript))
{
ItemScript iScript = (ItemScript)QuestScriptManager.instance.scriptsHolder.AddComponent(System.Type.GetType(newItem.item.itemScript));
iScript.OnAdd(this);
Destroy(iScript);
}
CurTotalWeight = CalculateTotalWeight();
return newItem;
}
public void RemoveItem(string _itemID, int _amount, bool _playSound = true)
{
Item item = ItemsDatabase.GetItem(_itemID);
if (item == null)
{
Debug.LogWarning("Tried to add in an Inventory the item with ID: '" + _itemID + "' but it is not present in the ItemsDatabase, you probably have to update it.");
return;
}
RemoveItem(item, _amount, _playSound);
}
public void RemoveItem(Item _item, int _amount, bool _playSound = true)
{
ItemInInventory itemToRemove = GetItem(_item);
if(itemToRemove == null)
return;
RemoveItem(itemToRemove, _amount, _playSound);
}
public void RemoveItem(ItemInInventory _directItem, int _amount, bool _playSound = true)
{
if (_directItem.item.isCumulable && _directItem.Amount > 1 && _directItem.Amount > _amount)
{
_directItem.Amount -= _amount;
}
else
{
_directItem.Amount -= _amount;
subLists[(int)_directItem.item.itemType].Remove(_directItem);
Items.Remove(_directItem);
}
// If player inventory play sound
if (_playSound && PlayerInventory == this)
{
if (_directItem.item.sOnAddedInInventory != null)
GameAudioManager.instance.PlayOneShot(AudioSources.UISounds, _directItem.item.sOnAddedInInventory);
}
CurTotalWeight = CalculateTotalWeight();
}
public bool HasItem(string _itemID)
{
Item item = ItemsDatabase.GetItem(_itemID);
if (item == null)
{
Debug.LogWarning("Tried to add in an Inventory the item with ID: '" + _itemID + "' but it is not present in the ItemsDatabase, you probably have to update it.");
return false;
}
return HasItem(item);
}
public bool HasItem(Item item)
{
for(int i = 0; i < subLists[(int)item.itemType].Count; i++)
{
if (subLists[(int)item.itemType][i].externalItemID == item.ItemID)
return true;
}
return false;
}
public int GetItemCount(string _itemID)
{
ItemInInventory item = GetItem(_itemID);
if (item == null)
return 0;
return item.Amount;
}
public int GetItemCount(Item _item)
{
ItemInInventory item = GetItem(_item.ItemID);
if (item == null)
return 0;
return item.Amount;
}
public ItemInInventory GetItem(string _itemID)
{
Item item = ItemsDatabase.GetItem(_itemID);
if (_itemID == null)
{
Debug.LogWarning("Tried to add in an Inventory the item with ID: '" + _itemID + "' but it is not present in the ItemsDatabase, you probably have to update it.");
return null;
}
return GetItem(item);
}
public ItemInInventory GetItem(Item item)
{
for (int i = 0; i < subLists[(int)item.itemType].Count; i++)
{
if (subLists[(int)item.itemType][i].externalItemID == item.ItemID)
return subLists[(int)item.itemType][i];
}
return null;
}
public void ClearInventory()
{
Items.Clear();
for (int i = 0; i < Item.typesCount; i++)
subLists[i].Clear();
}
public void ClearInventoryAndEquipment()
{
for (int i = 0; i < Items.Count; i++)
{
if (Items[i].isEquipped)
equipment.Unequip(Items[i]);
}
Items.Clear();
for (int i = 0; i < Item.typesCount; i++)
subLists[i].Clear();
}
public void ClearSubLists()
{
for (int i = 0; i < Item.typesCount; i++)
subLists[i].Clear();
}
public InventorySaveData ToSaveData()
{
InventorySaveData saveData = new InventorySaveData();
for (int i = 0; i < Items.Count; i++)
saveData.items.Add(Items[i]);
return saveData;
}
public float CalculateTotalWeight()
{
float totalWeight = 0;
for (int i = 0; i < Items.Count; i++)
totalWeight += (Items[i].item.Weight * Items[i].Amount);
if (Inventory.PlayerInventory == this && InventoryUI.instance.isOpen)
InventoryUI.instance.UpdateStatsUI();
return totalWeight;
}
public bool IsOverencumbred()
{
return CurTotalWeight > Encumbrance;
}
}
}