Revamp inventory, make it into a 1D array
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8e533220f0
commit
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@ -48,7 +48,7 @@ namespace Cyber.Controls {
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private void Update() {
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if (Time.time - LastUpdateTime >= 1f / UpdateFrequency) {
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Dictionary<EquipSlot, Item> Equips = Inventory.Equipped.GetEquippedDict();
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Dictionary<EquipSlot, Item> Equips = Inventory.Drive.GetEquippedItems();
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// Empty all slots
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for (int i = 0; i < Slots.Length; i++) {
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Slots[i].Mesh.mesh = null;
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@ -143,16 +143,15 @@ namespace Cyber.Controls {
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}
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if (Input.GetButtonDown("Equip")) {
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// Selected index was already this => equip (double-clicked)
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Item SelectedItem = Inventory.Drive.Interface.GetItemAt(ItemGridSelectedIndex % (int) ItemGridDimensions.x,
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ItemGridSelectedIndex / (int) ItemGridDimensions.y);
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Item SelectedItem = Inventory.Drive.GetItemAt(ItemGridSelectedIndex);
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if (SelectedItem != null) {
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Item Equipped = Inventory.Equipped.GetItem(SelectedItem.Slot);
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Item Equipped = Inventory.Drive.GetSlot(SelectedItem.Slot);
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if (Equipped != null && Equipped.ID == SelectedItem.ID) {
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Inventory.Equipped.ClearSlot(SelectedItem.Slot);
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Inventory.Drive.UnequipSlot(SelectedItem.Slot);
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Client.Send(PktType.InventoryAction, Inventory.ActionHandler.BuildClearSlot(SelectedItem.Slot));
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} else {
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Inventory.Equipped.SetSlot(SelectedItem.Slot, SelectedItem);
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Client.Send(PktType.InventoryAction, Inventory.ActionHandler.BuildEquipItem(SelectedItem.ID));
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Inventory.Drive.EquipItem(ItemGridSelectedIndex);
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Client.Send(PktType.InventoryAction, Inventory.ActionHandler.BuildEquipItem(ItemGridSelectedIndex));
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}
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}
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}
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@ -206,7 +205,7 @@ namespace Cyber.Controls {
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for (int x = 0; x < ItemGridDimensions.x; x++) {
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// Find the item and mesh
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int i = x + y * (int) ItemGridDimensions.x;
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Item Item = Inventory.Drive.Interface.GetItemAt(x, y);
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Item Item = Inventory.Drive.GetItemAt(x + y * (int) ItemGridDimensions.y);
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Mesh Mesh = null;
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if (Item != null) {
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Mesh = MeshDB.GetMesh(Item.ModelID);
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@ -4,6 +4,7 @@ using Cyber.Items;
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using Cyber.Networking;
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using Cyber.Networking.Serverside;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Networking;
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namespace Cyber.Entities.SyncBases {
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@ -18,11 +19,6 @@ namespace Cyber.Entities.SyncBases {
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/// </summary>
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public Drive Drive;
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/// <summary>
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/// This entity's <see cref="Items.Equipped"/> <see cref="Item"/>s.
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/// </summary>
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public Equipped Equipped;
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/// <summary>
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/// The possible <see cref="Character"/> component associated with this Inventory. Used in <see cref="UseItemInSlot(EquipSlot)"/>.
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/// </summary>
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@ -38,7 +34,6 @@ namespace Cyber.Entities.SyncBases {
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/// </summary>
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public Inventory() {
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Drive = new Drive(10f);
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Equipped = new Equipped();
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if (Server.IsRunning()) {
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Drive.AddItem(ItemDB.Singleton.Get(0));
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Drive.AddItem(ItemDB.Singleton.Get(1));
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@ -51,15 +46,11 @@ namespace Cyber.Entities.SyncBases {
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/// </summary>
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/// <returns>A checksum of the IDs of the items</returns>
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public override int GenerateChecksum() {
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var Items = Drive.GetItems().ToArray();
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var Slots = Drive.GetSlots();
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int Checksum = 0;
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for (int i = 0; i < Items.Length; i++) {
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for (int i = 0; i < Slots.Length; i++) {
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// Times with primes and sprinkle some i to spice up the stew
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Checksum += (Items[i].ID + 1) * 509 * (i + 1) * 53;
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}
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var EquippedItems = Equipped.GetEquippedList().ToArray();
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for (int i = 0; i < EquippedItems.Length; i++) {
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Checksum += (EquippedItems[i].ID + 1) * 859 * (i + 1) * 97;
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Checksum += (((Slots[i].Item != null) ? Slots[i].Item.ID : i) + 1) * 509 * (i + 1) * 53 + (Slots[i].Equipped ? 1789 : 431);
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}
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return Checksum;
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}
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@ -76,7 +67,7 @@ namespace Cyber.Entities.SyncBases {
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/// Uses the item in the left hand if something is equipped.
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/// </summary>
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public void UseItemInSlot(EquipSlot slot) {
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Item Item = Equipped.GetItem(slot);
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Item Item = Drive.GetSlot(slot);
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if (Item != null && Item.Action != null && Character != null) {
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Item.Action(Character);
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}
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@ -95,29 +86,15 @@ namespace Cyber.Entities.SyncBases {
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ByteArray[3] = reader.ReadBytesAndSize();
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int[] IDs = NetworkHelper.DeserializeIntArray(ByteArray);
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byte[] Equippeds = reader.ReadBytesAndSize();
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Drive.Clear();
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foreach (int id in IDs) {
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Drive.AddItem(ItemDB.Singleton.Get(id));
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for (int i = 0; i < IDs.Length; i++) {
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int ID = IDs[i];
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if (ID >= 0) {
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Drive.AddItemToIndex(ItemDB.Singleton.Get(ID), i);
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Drive.GetSlots()[i].Equipped = (Equippeds[i] == 1 ? true : false);
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}
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bool ReceivedSlots = reader.ReadBoolean();
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if (!ReceivedSlots) {
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Equipped.ClearAllEquipped();
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return;
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}
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byte[] Slots = reader.ReadBytesAndSize();
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byte[][] EquippedIdsBytes = new byte[4][];
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EquippedIdsBytes[0] = reader.ReadBytesAndSize();
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EquippedIdsBytes[1] = reader.ReadBytesAndSize();
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EquippedIdsBytes[2] = reader.ReadBytesAndSize();
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EquippedIdsBytes[3] = reader.ReadBytesAndSize();
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int[] EquippedIds = NetworkHelper.DeserializeIntArray(EquippedIdsBytes);
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Equipped.ClearAllEquipped();
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for (int i = 0; i < Slots.Length; i++) {
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Equipped.SetSlot((EquipSlot) Slots[i], ItemDB.Singleton.Get(EquippedIds[i]));
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}
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}
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@ -126,11 +103,19 @@ namespace Cyber.Entities.SyncBases {
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/// </summary>
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/// <param name="writer"></param>
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public override void Serialize(NetworkWriter writer) {
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var Items = Drive.GetItems();
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int[] IDs = new int[Items.Count];
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for (int i = 0; i < Items.Count; i++) {
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IDs[i] = Items[i].ID;
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Slot[] Slots = Drive.GetSlots();
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int[] IDs = new int[Slots.Length];
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byte[] Equippeds = new byte[Slots.Length];
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for (int i = 0; i < Slots.Length; i++) {
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if (Slots[i].Item == null) {
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IDs[i] = -1;
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} else {
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IDs[i] = Slots[i].Item.ID;
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}
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Equippeds[i] = (byte) ((Slots[i].Equipped) ? 1 : 0);
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}
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byte[][] ByteArray = NetworkHelper.SerializeIntArray(IDs);
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writer.WriteBytesFull(ByteArray[0]);
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@ -138,30 +123,7 @@ namespace Cyber.Entities.SyncBases {
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writer.WriteBytesFull(ByteArray[2]);
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writer.WriteBytesFull(ByteArray[3]);
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var slotList = new List<EquipSlot>(Equipped.GetEquippedDict().Keys).ConvertAll(x => (byte) x);
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if (slotList.Count > 0) {
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writer.Write(true);
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} else {
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writer.Write(false);
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}
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slotList.Sort((a, b) => {
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return b - a;
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});
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var idList = new List<int>();
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slotList.ForEach(x => {
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idList.Add(Equipped.GetItem((EquipSlot) x).ID);
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});
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writer.WriteBytesFull(slotList.ToArray());
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byte[][] EquippedByteArray = NetworkHelper.SerializeIntArray(idList.ToArray());
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writer.WriteBytesFull(EquippedByteArray[0]);
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writer.WriteBytesFull(EquippedByteArray[1]);
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writer.WriteBytesFull(EquippedByteArray[2]);
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writer.WriteBytesFull(EquippedByteArray[3]);
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writer.WriteBytesFull(Equippeds);
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}
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private void Start() {
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@ -8,25 +8,19 @@ namespace Cyber.Items {
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/// </summary>
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public class Drive {
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private List<Item> Items = new List<Item>();
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private Slot[] Slots = new Slot[0];
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/// <summary>
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/// The capacity of the drive, meaning how much stuff can this drive contain.
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/// </summary>
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public readonly float Capacity;
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/// <summary>
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/// The interface-class of this Drive.
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/// </summary>
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public DriveInterface Interface;
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/// <summary>
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/// Creates a drive with given capacity. Capacity cannot be changed after this.
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/// </summary>
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/// <param name="capacity">Capacity of the drive</param>
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public Drive(float capacity) {
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Capacity = capacity;
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Interface = new DriveInterface(this);
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}
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/// <summary>
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@ -35,8 +29,10 @@ namespace Cyber.Items {
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/// <returns>The totam weight</returns>
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public float TotalWeight() {
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float sum = 0;
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foreach (Item item in Items) {
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sum += item.Weight;
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foreach (Slot slot in Slots) {
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if (slot.Item != null) {
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sum += slot.Item.Weight;
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}
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}
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return sum;
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}
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@ -54,7 +50,7 @@ namespace Cyber.Items {
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/// <see cref="Inventory.Deserialize(NetworkReader)"/>
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/// </summary>
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public void Clear() {
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Items.Clear();
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Slots = new Slot[0];
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}
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/// <summary>
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@ -65,21 +61,50 @@ namespace Cyber.Items {
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if (item.Weight > FreeSpace()) {
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return false;
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}
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Interface.AddNewItem(Items.Count);
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Items.Add(item);
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bool foundEmpty = false;
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for (int i = 0; i < Slots.Length; i++) {
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if (Slots[i].Item == null) {
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Slots[i] = new Slot(item, false);
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foundEmpty = true;
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}
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}
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if (!foundEmpty) {
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// Add space and set the item there
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IncreaseCapacity(1);
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Slots[Slots.Length - 1] = new Slot(item, false);
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}
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return true;
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}
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/// <summary>
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/// Tries to add an item to a specific slot. Returns false if slot already occupied.
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/// </summary>
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/// <param name="item">Item to add.</param>
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/// <param name="idx">Index in the inventory.</param>
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/// <returns>Weather the slot was empty or not.</returns>
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public bool AddItemToIndex(Item item, int idx) {
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if (idx < 0) {
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return false;
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}
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if (GetItemAt(idx) == null) {
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if (Slots.Length > idx) {
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Slots[idx].Item = item;
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} else {
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IncreaseCapacity(idx - Slots.Length + 1);
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Slots[idx].Item = item;
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}
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return true;
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}
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return false;
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}
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/// <summary>
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/// Gets the item at the given index, or null if there is nothing.
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/// </summary>
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/// <param name="idx">The index of the desired item</param>
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/// <returns>The item or null if nothing was found.</returns>
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public Item GetItem(int idx) {
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if (idx < 0 || idx >= Items.Count) {
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return null;
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}
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return Items[idx];
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public Item GetItemAt(int idx) {
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return GetSlotAt(idx).Item;
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}
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/// <summary>
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@ -87,8 +112,104 @@ namespace Cyber.Items {
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/// </summary>
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/// <returns></returns>
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public List<Item> GetItems() {
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List<Item> Items = new List<Item>();
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foreach (Slot slot in Slots) {
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if (slot.Item != null) {
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Items.Add(slot.Item);
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}
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}
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return Items;
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}
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/// <summary>
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/// Gets the item at the given slot. Loops through all items and checks if there is an item equipped at the given slot and returns it if there is.
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/// </summary>
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/// <param name="slot">The desired slot</param>
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/// <returns>The item at the slot, or null if no items</returns>
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public Item GetSlot(EquipSlot slot) {
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Item Item = null;
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foreach (Slot s in Slots) {
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if (s.Item != null && s.Item.Slot == slot && s.Equipped) {
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Item = s.Item;
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break;
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}
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}
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return Item;
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}
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/// <summary>
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/// Returns all the equipped items in a dictionary.
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/// </summary>
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/// <returns>The dictionary of items.</returns>
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public Dictionary<EquipSlot, Item> GetEquippedItems() {
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Dictionary<EquipSlot, Item> Items = new Dictionary<EquipSlot, Item>();
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foreach (Slot s in Slots) {
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if (s.Item != null && s.Equipped) {
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Items.Add(s.Item.Slot, s.Item);
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}
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}
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return Items;
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}
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/// <summary>
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/// Attempt to equip the item at the given index.
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/// </summary>
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/// <param name="idx">Equip the iten at the given slot</param>
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/// <returns>Weather the item could be equipped or if there already exists something on that equip slot.</returns>
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public bool EquipItem(int idx) {
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Slot Slot = GetSlotAt(idx);
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if (Slot.Item != null && GetSlot(Slot.Item.Slot) == null) {
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Slots[idx].Equipped = true;
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return true;
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}
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return false;
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}
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/// <summary>
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/// Unequips the item at the given inventory index.
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/// </summary>
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/// <param name="idx">The index to unequip.</param>
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public void UnequipItem(int idx) {
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Slot Slot = GetSlotAt(idx);
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if (Slot.Item != null) {
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Slots[idx].Equipped = false;
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}
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}
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/// <summary>
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/// Unequip all items that are in this slot.
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/// </summary>
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/// <param name="equipSlot">The slot of the desired item to be unequipped.</param>
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public void UnequipSlot(EquipSlot equipSlot) {
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for (int i = 0; i < Slots.Length; i++) {
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if (Slots[i].Item != null && Slots[i].Item.Slot == equipSlot) {
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Slots[i].Equipped = false;
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}
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}
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}
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/// <summary>
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/// Simply returns the slots-array. The fastest way to get all of inventory if needed.
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/// </summary>
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/// <returns>The Slot-structs</returns>
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public Slot[] GetSlots() {
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return Slots;
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}
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private void IncreaseCapacity(int moreCapacity) {
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Slot[] NewSlots = new Slot[Slots.Length + moreCapacity];
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for (int i = 0; i < Slots.Length; i++) {
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NewSlots[i] = Slots[i];
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}
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Slots = NewSlots;
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}
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private Slot GetSlotAt(int idx) {
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if (idx < 0 || idx >= Slots.Length) {
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return new Slot(null, false);
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}
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return Slots[idx];
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}
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}
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}
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@ -1,116 +0,0 @@
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using UnityEngine;
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namespace Cyber.Items {
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/// <summary>
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/// The <see cref="Drive"/> interface, which contains a grid of indices of items in the <see cref="Drive"/>. Use <see cref="GetItemAt(int, int)"/> to get items in the interface.
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/// </summary>
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public class DriveInterface {
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/// <summary>
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/// Width of the interface.
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/// </summary>
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public const int Width = 7;
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/// <summary>
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/// Minimun height of the interface.
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/// </summary>
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public const int MinHeight = 4;
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private int[,] ItemGrid;
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private Drive Drive;
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/// <summary>
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/// Creates a Drive interface for a <see cref="Drive"/>.
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/// </summary>
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/// <param name="drive"></param>
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public DriveInterface(Drive drive) {
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Drive = drive;
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ItemGrid = CreateEmptyGrid(Width, 4);
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}
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/// <summary>
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/// Returns the item at the specified coordinate on the interface. Returns null if invalid or empty coordinate.
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/// </summary>
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/// <param name="x">The x-coordinate</param>
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/// <param name="y">The y-coordinate</param>
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/// <returns>The item or null</returns>
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public Item GetItemAt(int x, int y) {
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if (y < 0 || x < 0 || y >= GetHeight() || x >= GetWidth() ||
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ItemGrid[y, x] == -1) {
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return null;
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} else {
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return Drive.GetItem(ItemGrid[y, x]);
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}
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}
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/// <summary>
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/// Gets the Width of the interface, or simply <see cref="Width"/>.
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/// </summary>
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/// <returns></returns>
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public int GetWidth() {
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return Width;
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}
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/// <summary>
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/// Gets the current height of the interface
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/// </summary>
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/// <returns></returns>
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public int GetHeight() {
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return ItemGrid.GetLength(0);
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}
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/// <summary>
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/// Updates the height of the interface, adding new rows or deleting old useless ones.
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/// </summary>
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public void UpdateHeight() {
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int RequiredHeight = MinHeight;
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for (int y = MinHeight; y < GetHeight(); y++) {
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for (int x = 0; x < Width; x++) {
|
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if (GetItemAt(x, y) == null || (x == Width - 1 && y == GetHeight() - 1)) {
|
||||
RequiredHeight = y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int[,] Temp = CreateEmptyGrid(Width, RequiredHeight + 1);
|
||||
for (int y = 0; y < RequiredHeight - 1; y++) {
|
||||
for (int x = 0; x < Width; x++) {
|
||||
if (GetItemAt(x, y) != null) {
|
||||
Temp[y, x] = Drive.GetItems().IndexOf(GetItemAt(x, y));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ItemGrid = Temp;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds a new item to the grid. The idx in the parameter is the idx of the item in the drive.
|
||||
/// </summary>
|
||||
/// <param name="idx"></param>
|
||||
public void AddNewItem(int idx) {
|
||||
UpdateHeight();
|
||||
for (int y = 0; y < GetHeight(); y++) {
|
||||
for (int x = 0; x < Width; x++) {
|
||||
if (GetItemAt(x, y) == null) {
|
||||
ItemGrid[y, x] = idx;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private int[,] CreateEmptyGrid(int width, int height) {
|
||||
int[,] Grid = new int[height, width];
|
||||
for (int y = 0; y < height; y++) {
|
||||
for (int x = 0; x < width; x++) {
|
||||
Grid[y, x] = -1;
|
||||
}
|
||||
}
|
||||
return Grid;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,66 +0,0 @@
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Cyber.Items {
|
||||
|
||||
/// <summary>
|
||||
/// Represents the equipped items at given slots.
|
||||
/// </summary>
|
||||
public class Equipped {
|
||||
|
||||
Dictionary<EquipSlot, Item> EquippedItems = new Dictionary<EquipSlot, Item>();
|
||||
|
||||
/// <summary>
|
||||
/// Inserts an item here, marking it as 'equipped'.
|
||||
/// </summary>
|
||||
/// <param name="slot">The slot to equip the item to.</param>
|
||||
/// <param name="item">The item to equip.</param>
|
||||
public void SetSlot(EquipSlot slot, Item item) {
|
||||
EquippedItems[slot] = item;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Empties the desired slot of any items.
|
||||
/// </summary>
|
||||
/// <param name="slot">The slot to empty.</param>
|
||||
public void ClearSlot(EquipSlot slot) {
|
||||
EquippedItems.Remove(slot);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the item at the given slot, or null if no item at the slot was found.
|
||||
/// </summary>
|
||||
/// <param name="slot"></param>
|
||||
/// <returns></returns>
|
||||
public Item GetItem(EquipSlot slot) {
|
||||
if (EquippedItems.ContainsKey(slot)) {
|
||||
return EquippedItems[slot];
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a dictionary of all equipped items.
|
||||
/// </summary>
|
||||
/// <returns>Dictionary of equipped items.</returns>
|
||||
public Dictionary<EquipSlot, Item> GetEquippedDict() {
|
||||
return EquippedItems;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a list of all items that are generally equipped.
|
||||
/// </summary>
|
||||
/// <returns>List of equipped items.</returns>
|
||||
public List<Item> GetEquippedList() {
|
||||
return new List<Item>(EquippedItems.Values);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears all equipped items, removing them from their slots.
|
||||
/// </summary>
|
||||
public void ClearAllEquipped() {
|
||||
EquippedItems.Clear();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1bc32847ce18a3b4987872f04887b6de
|
||||
timeCreated: 1494785490
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -44,10 +44,10 @@ namespace Cyber.Items {
|
||||
/// <summary>
|
||||
/// Builds a <see cref="InventoryAction.Equip"/> packet.
|
||||
/// </summary>
|
||||
/// <param name="itemID">The item ID to equip.</param>
|
||||
/// <param name="itemIdx">The item index to equip.</param>
|
||||
/// <returns></returns>
|
||||
public InventoryActionPkt BuildEquipItem(int itemID) {
|
||||
return new InventoryActionPkt(InventoryAction.Equip, itemID);
|
||||
public InventoryActionPkt BuildEquipItem(int itemIdx) {
|
||||
return new InventoryActionPkt(InventoryAction.Equip, itemIdx);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -59,16 +59,15 @@ namespace Cyber.Items {
|
||||
public bool HandleAction(InventoryAction action, int relatedInt) {
|
||||
switch (action) {
|
||||
case InventoryAction.Equip:
|
||||
Item Item = ItemDB.Singleton.Get(relatedInt);
|
||||
Inventory.Equipped.SetSlot(Item.Slot, Item);
|
||||
Inventory.Drive.EquipItem(relatedInt);
|
||||
return true;
|
||||
case InventoryAction.Unequip:
|
||||
EquipSlot Slot = (EquipSlot) relatedInt;
|
||||
Inventory.Equipped.ClearSlot(Slot);
|
||||
Inventory.Drive.UnequipSlot(Slot);
|
||||
return true;
|
||||
case InventoryAction.Use:
|
||||
EquipSlot UseSlot = (EquipSlot) relatedInt;
|
||||
Item UseItem = Inventory.Equipped.GetItem(UseSlot);
|
||||
Item UseItem = Inventory.Drive.GetSlot(UseSlot);
|
||||
if (UseItem != null && UseItem.Action != null && Character != null &&
|
||||
(!Client.IsRunning() || Client.GetConnectedPlayer().Character != Character)) {
|
||||
// Item exists, it has an action, and the character
|
||||
|
30
Assets/Scripts/Items/Slot.cs
Normal file
30
Assets/Scripts/Items/Slot.cs
Normal file
@ -0,0 +1,30 @@
|
||||
|
||||
namespace Cyber.Items {
|
||||
|
||||
/// <summary>
|
||||
/// Represents a slot which contains an item and a bool weather the item is equipped or not.
|
||||
/// </summary>
|
||||
public struct Slot {
|
||||
|
||||
/// <summary>
|
||||
/// The item that this slot holds. If this is null, the slot is empty.
|
||||
/// </summary>
|
||||
public Item Item;
|
||||
|
||||
/// <summary>
|
||||
/// Weather this item is equipped or not.
|
||||
/// </summary>
|
||||
public bool Equipped;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a slot.
|
||||
/// </summary>
|
||||
/// <param name="item">Item in the slot, or null if the slot is empty.</param>
|
||||
/// <param name="equipped">Weather this slot is equipped or not.</param>
|
||||
public Slot(Item item, bool equipped) {
|
||||
Item = item;
|
||||
Equipped = equipped;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@ -1,6 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fc91d98b617f041da8ff205f4252ed06
|
||||
timeCreated: 1494705607
|
||||
guid: ca2662d3bcd2ddf4d94a410f907d028d
|
||||
timeCreated: 1494949326
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
Loading…
Reference in New Issue
Block a user