Integrate inventory interface with inventory backend

This commit is contained in:
excitedneon 2017-05-13 23:40:08 +03:00
parent a43b53112d
commit 9acd9f638f
4 changed files with 58 additions and 101 deletions

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@ -3,6 +3,8 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using Cyber.Util; using Cyber.Util;
using Cyber.Console; using Cyber.Console;
using Cyber.Entities.SyncBases;
using Cyber.Items;
namespace Cyber.Controls { namespace Cyber.Controls {
@ -11,6 +13,11 @@ namespace Cyber.Controls {
/// </summary> /// </summary>
public class InventoryInterface : MonoBehaviour { public class InventoryInterface : MonoBehaviour {
/// <summary>
/// The inventory of the player, will be displayed here.
/// </summary>
public Inventory Inventory;
/// <summary> /// <summary>
/// The camera that is displaying this inventory interface. /// The camera that is displaying this inventory interface.
/// </summary> /// </summary>
@ -173,36 +180,45 @@ namespace Cyber.Controls {
if (ItemGridSelectedIndex < 0) { if (ItemGridSelectedIndex < 0) {
SetPreviewMesh(null); SetPreviewMesh(null);
} }
for (int i = 0; i < ItemGridDimensions.x * ItemGridDimensions.y; i++) { for (int y = 0; y < ItemGridDimensions.y; y++) {
ItemGridCellMeshes[i].mesh = MeshDB.Meshes[i % MeshDB.Meshes.Length]; for (int x = 0; x < ItemGridDimensions.x; x++) {
float Scale = 0.08f; int i = x + y * (int) ItemGridDimensions.x;
bool Spinning = false; Item Item = Inventory.Drive.Interface.GetItemAt(x, y);
if (focused == i || ItemGridSelectedIndex == i) { Mesh Mesh = null;
Scale = 0.1f; if (Item != null) {
Spinning = true; Mesh = MeshDB.Meshes[Item.ModelID];
}
if (ItemGridSelectedIndex == i) {
SetPreviewMesh(ItemGridCellMeshes[i].mesh);
if ((ItemGridSelector.position - ItemGridCells[i].position).magnitude < 0.01f) {
ItemGridSelector.position = ItemGridCells[i].position;
} else {
ItemGridSelector.position =
Vector3.Lerp(ItemGridSelector.position,
ItemGridCells[i].position, 20f * Time.deltaTime);
} }
ItemGridSelector.LookAt(Camera.transform); ItemGridCellMeshes[i].mesh = Mesh;
Vector3 NewRot = ItemGridSelector.localEulerAngles;
NewRot.z = 0; float Scale = 0.08f;
ItemGridSelector.localEulerAngles = NewRot; bool Spinning = false;
if (focused == i || ItemGridSelectedIndex == i) {
Scale = 0.1f;
Spinning = true;
}
if (ItemGridSelectedIndex == i) {
SetPreviewMesh(ItemGridCellMeshes[i].mesh);
if ((ItemGridSelector.position - ItemGridCells[i].position).magnitude < 0.01f) {
ItemGridSelector.position = ItemGridCells[i].position;
} else {
ItemGridSelector.position =
Vector3.Lerp(ItemGridSelector.position,
ItemGridCells[i].position, 20f * Time.deltaTime);
}
ItemGridSelector.LookAt(Camera.transform);
Vector3 NewRot = ItemGridSelector.localEulerAngles;
NewRot.z = 0;
ItemGridSelector.localEulerAngles = NewRot;
}
if (!Spinning) {
ItemGridCellMeshes[i].transform.LookAt(Camera.transform);
Vector3 NewRot = ItemGridCellMeshes[i].transform.localEulerAngles;
NewRot.z = 0;
ItemGridCellMeshes[i].transform.localEulerAngles = NewRot;
}
ItemGridCells[i].GetComponent<Spinner>().Spinning = Spinning;
FixMeshScaling(ItemGridCellMeshes[i], Scale);
} }
if (!Spinning) {
ItemGridCellMeshes[i].transform.LookAt(Camera.transform);
Vector3 NewRot = ItemGridCellMeshes[i].transform.localEulerAngles;
NewRot.z = 0;
ItemGridCellMeshes[i].transform.localEulerAngles = NewRot;
}
ItemGridCells[i].GetComponent<Spinner>().Spinning = Spinning;
FixMeshScaling(ItemGridCellMeshes[i], Scale);
} }
} }
@ -216,7 +232,11 @@ namespace Cyber.Controls {
} }
private void FixMeshScaling(MeshFilter toFix, float scale) { private void FixMeshScaling(MeshFilter toFix, float scale) {
float HighestExtent = 0f; if (toFix.mesh == null) {
return;
}
float HighestExtent = 0.1f;
float Height = toFix.mesh.bounds.extents.y * 2f; float Height = toFix.mesh.bounds.extents.y * 2f;
float Width = Mathf.Sqrt(Mathf.Pow(toFix.mesh.bounds.extents.x * 2f, 2) + float Width = Mathf.Sqrt(Mathf.Pow(toFix.mesh.bounds.extents.x * 2f, 2) +
Mathf.Pow(toFix.mesh.bounds.extents.y * 2f, 2)); Mathf.Pow(toFix.mesh.bounds.extents.y * 2f, 2));

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@ -76,7 +76,7 @@ namespace Cyber.Items {
/// <param name="idx">The index of the desired item</param> /// <param name="idx">The index of the desired item</param>
/// <returns>The item or null if nothing was found.</returns> /// <returns>The item or null if nothing was found.</returns>
public Item GetItem(int idx) { public Item GetItem(int idx) {
if (idx < 0 || idx > Items.Count) { if (idx < 0 || idx >= Items.Count) {
return null; return null;
} }
return Items[idx]; return Items[idx];