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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
- public class EquipSystem : MonoBehaviour
- {
- public static EquipSystem Instance { get; set; }
- // -- UI -- //
- public GameObject quickSlotsPanel;
- public List<GameObject> quickSlotsList = new List<GameObject>();
- public GameObject numbersHolder;
- public int selectedNumber = -1;
- public GameObject selectedItem;
- public GameObject toolHolder;
- public GameObject selectedItemModel;
- private void Awake()
- {
- if (Instance != null && Instance != this)
- {
- Destroy(gameObject);
- }
- else
- {
- Instance = this;
- }
- }
- private void Start()
- {
- PopulateSlotList();
- }
- void Update()
- {
- if (Input.GetKeyDown(KeyCode.Alpha1))
- {
- SelectQuickSlot(1);
- }
- else if (Input.GetKeyDown(KeyCode.Alpha2))
- {
- SelectQuickSlot(2);
- }
- else if (Input.GetKeyDown(KeyCode.Alpha3))
- {
- SelectQuickSlot(3);
- }
- else if (Input.GetKeyDown(KeyCode.Alpha4))
- {
- SelectQuickSlot(4);
- }
- else if (Input.GetKeyDown(KeyCode.Alpha5))
- {
- SelectQuickSlot(5);
- }
- else if (Input.GetKeyDown(KeyCode.Alpha6))
- {
- SelectQuickSlot(6);
- }
- else if (Input.GetKeyDown(KeyCode.Alpha7))
- {
- SelectQuickSlot(7);
- }
- }
- void SelectQuickSlot(int number)
- {
- if (checkIfSlotIsFull(number) == true)
- {
- if (selectedNumber != number)
- {
- selectedNumber = number;
- // Unselect Previously selected item
- if (selectedItem != null)
- {
- selectedItem.gameObject.GetComponent<InventoryItem>().isSelected = false;
- }
- selectedItem = GetSelectedItem(number);
- selectedItem.GetComponent<InventoryItem>().isSelected = true;
- SetEquippedModel(selectedItem);
- // Change Color
- foreach (Transform child in numbersHolder.transform)
- {
- child.transform.Find("Text").GetComponent<Text>().color = Color.gray;
- }
- Text toBeChanged = numbersHolder.transform.Find("number" + number).transform.Find("Text").GetComponent<Text>();
- toBeChanged.color = Color.white;
- }
- else // Trying to select the same slot
- {
- selectedNumber = -1; // null
- // Unselect Previously selected item
- if (selectedItem != null)
- {
- selectedItem.gameObject.GetComponent<InventoryItem>().isSelected = false;
- selectedItem = null;
- }
- if (selectedItemModel != null)
- {
- DestroyImmediate(selectedItemModel.gameObject);
- selectedItemModel = null;
- }
- // Changing the color
- foreach (Transform child in numbersHolder.transform)
- {
- child.transform.Find("Text").GetComponent<Text>().color = Color.gray;
- }
- }
- }
- }
- internal int GetWeaponDamage()
- {
- if (selectedItem != null)
- {
- return selectedItem.GetComponent<Weapon>().weaponDamage;
- }
- else
- {
- return 0;
- }
- }
- public bool IsPlayerHoldingSeed()
- {
- if (selectedItemModel != null)
- {
- switch (selectedItemModel.gameObject.name)
- {
- case "Hand_Model(Clone)":
- return true;
- case "Hand_Model":
- return true;
- default:
- return false;
- }
- }
- else
- {
- return false;
- }
- }
- internal bool IsHoldingWeapon()
- {
- if (selectedItem != null)
- {
- if (selectedItem.GetComponent<Weapon>() != null)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- else
- {
- return false;
- }
- }
- internal bool IsThereASwingLock()
- {
- if (selectedItemModel && selectedItemModel.GetComponent<EquipableItem>())
- {
- return selectedItemModel.GetComponent<EquipableItem>().swingWait; // false true
- }
- else
- {
- return false;
- }
- }
- private void SetEquippedModel(GameObject selectedItem)
- {
- if (selectedItemModel != null)
- {
- DestroyImmediate(selectedItemModel.gameObject);
- selectedItemModel = null;
- }
- string selectedItemName = selectedItem.name.Replace("(Clone)", "");
- selectedItemModel = Instantiate(Resources.Load<GameObject>(CalculateItemModel(selectedItemName)));
- selectedItemModel.transform.SetParent(toolHolder.transform, false);
- }
- private string CalculateItemModel(string selectedItemName)
- {
- switch (selectedItemName)
- {
- case "Axe":
- //SoundManager.Instance.PlaySound(SoundManager.Instance.drawMetalicToolSound);
- return "Axe_Model";
- case "TomatoSeed":
- return "Hand_Model";
- default:
- return null;
- }
- }
- GameObject GetSelectedItem(int slotNumber)
- {
- return quickSlotsList[slotNumber - 1].transform.GetChild(0).gameObject;
- }
- bool checkIfSlotIsFull(int slotNumber)
- {
- if (quickSlotsList[slotNumber - 1].transform.childCount > 0)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- private void PopulateSlotList()
- {
- foreach (Transform child in quickSlotsPanel.transform)
- {
- if (child.CompareTag("QuickSlot"))
- {
- quickSlotsList.Add(child.gameObject);
- }
- }
- }
- public void AddToQuickSlots(GameObject itemToEquip)
- {
- // Find next free slot
- GameObject availableSlot = FindNextEmptySlot();
- // Set transform of our object
- itemToEquip.transform.SetParent(availableSlot.transform, false);
- InventorySystem.Instance.ReCalculateList();
- }
- public GameObject FindNextEmptySlot()
- {
- foreach (GameObject slot in quickSlotsList)
- {
- if (slot.transform.childCount == 0)
- {
- return slot;
- }
- }
- return new GameObject();
- }
- public bool CheckIfFull()
- {
- int counter = 0;
- foreach (GameObject slot in quickSlotsList)
- {
- if (slot.transform.childCount > 0)
- {
- counter += 1;
- }
- }
- if (counter == 7)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- }
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