136 lines
4.7 KiB
C#
136 lines
4.7 KiB
C#
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using Cyber.Console;
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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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/// <summary>
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/// The Inventory component, used for managing the inventory of a <see cref="Character"/>.
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/// </summary>
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public class Inventory : SyncBase {
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/// <summary>
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/// Refrence of the actual <see cref="Drive"/>.
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/// </summary>
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public Drive Drive;
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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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public Character Character;
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/// <summary>
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/// The <see cref="InventoryActionHandler"/> which handles inventory actions properly.
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/// </summary>
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public InventoryActionHandler ActionHandler;
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/// <summary>
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/// Creates the Inventory-component for a game object.
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/// </summary>
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public Inventory() {
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Drive = new Drive(10f);
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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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Drive.AddItem(ItemDB.Singleton.Get(2));
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Drive.AddItem(ItemDB.Singleton.Get(3));
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}
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}
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/// <summary>
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/// Generates a checksum for the inventory.
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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 Slots = Drive.GetSlots();
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int Checksum = 0;
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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 += (((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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/// <summary>
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/// Returns the sync handletype indicating how the inventory should be synced.
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/// </summary>
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/// <returns></returns>
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public override SyncHandletype GetSyncHandletype() {
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return new SyncHandletype(true, 10);
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}
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/// <summary>
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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 = 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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}
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/// <summary>
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/// Deserializes the ID's and creates them in the <see cref="Drive"/>.
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/// </summary>
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/// <param name="reader"></param>
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public override void Deserialize(NetworkReader reader) {
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byte[][] ByteArray = new byte[4][];
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ByteArray[0] = reader.ReadBytesAndSize();
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ByteArray[1] = reader.ReadBytesAndSize();
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ByteArray[2] = reader.ReadBytesAndSize();
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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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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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}
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}
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/// <summary>
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/// Serializes only the <see cref="Drive"/>'s item IDs.
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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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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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writer.WriteBytesFull(ByteArray[1]);
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writer.WriteBytesFull(ByteArray[2]);
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writer.WriteBytesFull(ByteArray[3]);
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writer.WriteBytesFull(Equippeds);
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}
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private void Start() {
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Character = GetComponent<Character>();
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ActionHandler = new InventoryActionHandler(this, Character);
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}
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}
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}
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