using Cyber.Console;
using Cyber.Items;
using Cyber.Networking;
using Cyber.Networking.Serverside;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
namespace Cyber.Entities.SyncBases {
///
/// The Inventory component, used for managing the inventory of a .
///
public class Inventory : SyncBase {
///
/// Refrence of the actual .
///
public Drive Drive;
///
/// The possible component associated with this Inventory. Used in .
///
public Character Character;
///
/// The which handles inventory actions properly.
///
public InventoryActionHandler ActionHandler;
///
/// Creates the Inventory-component for a game object.
///
public Inventory() {
Drive = new Drive(10f);
if (Server.IsRunning()) {
Drive.AddItem(ItemDB.Singleton.Get(0));
Drive.AddItem(ItemDB.Singleton.Get(1));
Drive.AddItem(ItemDB.Singleton.Get(2));
}
}
///
/// Generates a checksum for the inventory.
///
/// A checksum of the IDs of the items
public override int GenerateChecksum() {
var Slots = Drive.GetSlots();
int Checksum = 0;
for (int i = 0; i < Slots.Length; i++) {
// 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);
}
return Checksum;
}
///
/// Returns the sync handletype indicating how the inventory should be synced.
///
///
public override SyncHandletype GetSyncHandletype() {
return new SyncHandletype(true, 10);
}
///
/// Uses the item in the left hand if something is equipped.
///
public void UseItemInSlot(EquipSlot slot) {
Item Item = Drive.GetSlot(slot);
if (Item != null && Item.Action != null && Character != null) {
Item.Action(Character);
}
}
///
/// Deserializes the ID's and creates them in the .
///
///
public override void Deserialize(NetworkReader reader) {
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);
}
}
}
///
/// Serializes only the 's item IDs.
///
///
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);
writer.WriteBytesFull(ByteArray[0]);
writer.WriteBytesFull(ByteArray[1]);
writer.WriteBytesFull(ByteArray[2]);
writer.WriteBytesFull(ByteArray[3]);
writer.WriteBytesFull(Equippeds);
}
private void Start() {
Character = GetComponent();
ActionHandler = new InventoryActionHandler(this, Character);
}
}
}