Cyber/Assets/Scripts/Entities/SyncBases/Inventory.cs

136 lines
4.7 KiB
C#
Raw Permalink Normal View History


2017-05-14 00:59:30 +02:00
using Cyber.Console;
using Cyber.Items;
using Cyber.Networking;
2017-05-14 00:59:30 +02:00
using Cyber.Networking.Serverside;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
namespace Cyber.Entities.SyncBases {
/// <summary>
/// The Inventory component, used for managing the inventory of a <see cref="Character"/>.
/// </summary>
public class Inventory : SyncBase {
/// <summary>
/// Refrence of the actual <see cref="Drive"/>.
/// </summary>
public Drive Drive;
/// <summary>
/// The possible <see cref="Character"/> component associated with this Inventory. Used in <see cref="UseItemInSlot(EquipSlot)"/>.
/// </summary>
public Character Character;
2017-05-16 14:21:42 +02:00
/// <summary>
/// The <see cref="InventoryActionHandler"/> which handles inventory actions properly.
/// </summary>
public InventoryActionHandler ActionHandler;
/// <summary>
/// Creates the Inventory-component for a game object.
/// </summary>
public Inventory() {
Drive = new Drive(10f);
2017-05-14 00:59:30 +02:00
if (Server.IsRunning()) {
Drive.AddItem(ItemDB.Singleton.Get(0));
Drive.AddItem(ItemDB.Singleton.Get(1));
2017-05-15 21:30:12 +02:00
Drive.AddItem(ItemDB.Singleton.Get(2));
Drive.AddItem(ItemDB.Singleton.Get(3));
2017-05-14 00:59:30 +02:00
}
}
/// <summary>
2017-05-14 23:17:42 +02:00
/// Generates a checksum for the inventory.
2017-05-14 00:59:30 +02:00
/// </summary>
/// <returns>A checksum of the IDs of the items</returns>
public override int GenerateChecksum() {
var Slots = Drive.GetSlots();
2017-05-14 00:59:30 +02:00
int Checksum = 0;
for (int i = 0; i < Slots.Length; i++) {
2017-05-14 23:17:42 +02:00
// Times with primes and sprinkle some i to spice up the stew
Checksum += (((Slots[i].Item != null) ? Slots[i].Item.ID : i) + 1) * 509 * (i + 1) * 53 + (Slots[i].Equipped ? 1789 : 431);
}
2017-05-14 00:59:30 +02:00
return Checksum;
}
/// <summary>
/// Returns the sync handletype indicating how the inventory should be synced.
/// </summary>
/// <returns></returns>
public override SyncHandletype GetSyncHandletype() {
return new SyncHandletype(true, 10);
}
/// <summary>
/// Uses the item in the left hand if something is equipped.
/// </summary>
public void UseItemInSlot(EquipSlot slot) {
Item Item = Drive.GetSlot(slot);
if (Item != null && Item.Action != null && Character != null) {
Item.Action(Character);
}
}
/// <summary>
/// Deserializes the ID's and creates them in the <see cref="Drive"/>.
/// </summary>
/// <param name="reader"></param>
public override void Deserialize(NetworkReader reader) {
2017-05-14 00:59:30 +02:00
byte[][] ByteArray = new byte[4][];
ByteArray[0] = reader.ReadBytesAndSize();
ByteArray[1] = reader.ReadBytesAndSize();
ByteArray[2] = reader.ReadBytesAndSize();
ByteArray[3] = reader.ReadBytesAndSize();
int[] IDs = NetworkHelper.DeserializeIntArray(ByteArray);
byte[] Equippeds = reader.ReadBytesAndSize();
Drive.Clear();
for (int i = 0; i < IDs.Length; i++) {
int ID = IDs[i];
if (ID >= 0) {
Drive.AddItemToIndex(ItemDB.Singleton.Get(ID), i);
Drive.GetSlots()[i].Equipped = (Equippeds[i] == 1 ? true : false);
}
}
}
/// <summary>
/// Serializes only the <see cref="Drive"/>'s item IDs.
/// </summary>
/// <param name="writer"></param>
public override void Serialize(NetworkWriter writer) {
Slot[] Slots = Drive.GetSlots();
int[] IDs = new int[Slots.Length];
byte[] Equippeds = new byte[Slots.Length];
for (int i = 0; i < Slots.Length; i++) {
if (Slots[i].Item == null) {
IDs[i] = -1;
} else {
IDs[i] = Slots[i].Item.ID;
}
Equippeds[i] = (byte) ((Slots[i].Equipped) ? 1 : 0);
}
byte[][] ByteArray = NetworkHelper.SerializeIntArray(IDs);
2017-05-14 22:47:45 +02:00
writer.WriteBytesFull(ByteArray[0]);
writer.WriteBytesFull(ByteArray[1]);
writer.WriteBytesFull(ByteArray[2]);
writer.WriteBytesFull(ByteArray[3]);
writer.WriteBytesFull(Equippeds);
}
private void Start() {
Character = GetComponent<Character>();
ActionHandler = new InventoryActionHandler(this, Character);
}
}
}