- Fix parentscript missing from npc's - Reworked save/load data - Character data, player coins, character inventory and equipped items now properly saved and loaded
116 lines
3.0 KiB
C#
116 lines
3.0 KiB
C#
using Photon.Pun;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Kryz.CharacterStats.Examples
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{
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public class Inventory : MonoBehaviour
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{
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[SerializeField] List<Item> items;
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[SerializeField] Transform itemsParent;
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[SerializeField] ItemSlot[] itemSlots;
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[SerializeField] GameEventListener onJoinedRoom;
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public UnityEvent_Item OnItemRightClickedEvent = new UnityEvent_Item();
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InventoryData inventoryData = new InventoryData();
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private void Awake()
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{
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for (int i = 0; i < itemSlots.Length; i++)
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{
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itemSlots[i].OnRightClickEvent.AddListener((X) => OnItemRightClickedEvent.Invoke(X));
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}
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onJoinedRoom.Response.AddListener(LoadInventory);
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}
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private void Start()
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{
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RefreshUI(false);
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}
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private void OnValidate()
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{
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if (itemsParent != null)
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{
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itemSlots = itemsParent.GetComponentsInChildren<ItemSlot>();
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RefreshUI(false);
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}
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}
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private void RefreshUI(bool shouldSave)
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{
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int i = 0;
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for (; i < items.Count && i < itemSlots.Length; i++)
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{
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itemSlots[i].Item = items[i];
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inventoryData.inventoryItems[i] = ItemIndexer.Instance.Items.IndexOf(items[i]);
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}
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for (; i < itemSlots.Length; i++)
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{
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itemSlots[i].Item = null;
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inventoryData.inventoryItems[i] = -1;
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}
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if (!Application.isPlaying) return;
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if (!PhotonNetwork.IsConnected) return;
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if (!PhotonNetwork.InRoom) return;
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if (!shouldSave) return;
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PlayerDataHandler.Instance.SaveCharacterInventoryData(PhotonNetwork.NickName, inventoryData);
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}
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public bool AddItem(Item item)
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{
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if (IsFull())
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return false;
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items.Add(item);
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RefreshUI(true);
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return true;
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}
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public bool RemoveItem(Item item)
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{
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if (items.Remove(item))
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{
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RefreshUI(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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public bool IsFull()
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{
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return items.Count >= itemSlots.Length;
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}
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public void LoadInventory()
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{
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inventoryData = PlayerDataHandler.Instance.LoadCharacterInventoryData(PhotonNetwork.NickName);
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if (inventoryData != null)
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{
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Debug.Log("Success Loading Inventory");
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for (int i = 0; i < inventoryData.inventoryItems.Length; i++)
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{
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if (inventoryData.inventoryItems[i] < 0) continue;
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items.Add(ItemIndexer.Instance.Items[inventoryData.inventoryItems[i]]);
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}
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RefreshUI(false);
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}
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else
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inventoryData = new InventoryData();
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}
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}
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}
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