Charles

Added Equipment and some Inventort UI

Showing 70 changed files with 2123 additions and 0 deletions
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EquipmentManager : MonoBehaviour
{
Equipment[] curEquipment;
Inventory inventory;
private void Start()
{
int slots = System.Enum.GetNames(typeof(EquipmentSlot)).Length;
curEquipment = new Equipment[slots];
inventory = gameObject.GetComponent<Inventory>();
}
public void Equip (Equipment newItem)
{
int slotIndex = (int)newItem.equipSlot;
Equipment oldItem = null;
if (curEquipment[slotIndex]!= null)
{
oldItem = curEquipment[slotIndex];
inventory.Add(oldItem);
}
curEquipment[slotIndex] = newItem;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
public class Character_Stats : ScriptableObject
{
private float health;
private float attackStrength;
private float attackSpeed;
private float abilityStrength;
public float Health { get => health; set => health = value; }
public float AttackStrength { get => attackStrength; set => attackStrength = value; }
public float AttackSpeed { get => attackSpeed; set => attackSpeed = value; }
public float AbilityStrength { get => abilityStrength; set => abilityStrength = value; }
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Interactable : MonoBehaviour
{
public float radius = 3f;
public Transform interactionTransform;
bool isFocus = false;
Transform player;
bool hasInteracted = false;
public virtual void Interact(GameObject interactor)
{
Debug.Log(interactor + " is Interacting with " + this.name);
//method is meant to be overwritten
}
private void Update()
{
if (isFocus && !hasInteracted)
{
float distance = Vector3.Distance(player.position, interactionTransform.position);
if (distance <= radius)
{
Interact(player.gameObject);
hasInteracted = true;
}
}
}
public void OnFocused(Transform playerTransform)
{
isFocus = true;
player = playerTransform;
hasInteracted = false;
}
public void OnDefocused()
{
isFocus = false;
player = null;
hasInteracted = false;
}
private void OnDrawGizmosSelected()
{
if (interactionTransform == null)
interactionTransform = transform;
Gizmos.color = Color.blue;
Gizmos.DrawWireSphere(interactionTransform.position, radius);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Inventory : MonoBehaviour
{
public delegate void OnItemChanged();
public OnItemChanged onItemChangedCallback;
public int space = 20;
public List<Item> items = new List<Item>();
public bool Add(Item item)
{
if (!item.isDefault)
{
if (items.Count >= space)
{
Debug.Log("Not enough room.");
return false;
}
items.Add(item);
if(onItemChangedCallback != null)
onItemChangedCallback.Invoke();
}
return true;
}
public void Remove(Item item)
{
items.Remove(item);
if (onItemChangedCallback != null)
onItemChangedCallback.Invoke();
}
}
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using UnityEngine;
using UnityEngine.UI;
public class InventorySlot : MonoBehaviour
{
public Image icon;
public Button removeButton;
public Player_Controller playerController;
Item item;
void Awake()
{
playerController = FindObjectOfType<Player_Controller>();
}
public void AddItem(Item newItem)
{
item = newItem;
icon.sprite = item.icon;
icon.enabled = true;
removeButton.interactable = true;
}
public void ClearSlot()
{
item = null;
icon.sprite = null;
icon.enabled = false;
removeButton.interactable = false;
}
public void OnRemoveButton(Inventory interactor)
{
interactor.Remove(item);
}
public void UseItem()
{
if (item != null)
{
item.Use(playerController.gameObject);
}
}
}
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using UnityEngine;
public class InventoryUI : MonoBehaviour
{
public Transform itemsParent;
public GameObject inventoryUI;
public Inventory playerInventory;
public InventorySlot[] slots;
// Start is called before the first frame update
void Start()
{
//playerInventory = FindObjectOfType<Player_Controller>().gameObject.GetComponent<Inventory>();
playerInventory.onItemChangedCallback += UpdateUI;
slots = itemsParent.GetComponentsInChildren<InventorySlot>();
}
// Update is called once per frame
void Update()
{
if(Input.GetKeyDown(KeyCode.I))
{
inventoryUI.SetActive(!inventoryUI.activeSelf);
}
}
void UpdateUI()
{
for (int i = 0; i < slots.Length; i++)
{
if (i < playerInventory.items.Count)
{
slots[i].AddItem(playerInventory.items[i]);
}
else
{
slots[i].ClearSlot();
}
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "New Equipment", menuName = "Inventory/Equipment")]
public class Equipment : Item
{
public EquipmentSlot equipSlot;
public int armorMod;
public int damageMod;
public override void Use(GameObject interactor)
{
base.Use(interactor);
EquipmentManager manager = interactor.GetComponent<EquipmentManager>();
manager.Equip(this);
RemoveFromInventory();
}
}
public enum EquipmentSlot { Head, Chest, Legs, RHand, LHand, Feet}
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using UnityEngine;
[CreateAssetMenu(fileName = "New Item", menuName = "Inventory/Item")]
public class Item : ScriptableObject
{
new public string name = "New Item";
public GameObject user = null;
public Sprite icon = null;
public bool isDefault = false;
public virtual void Use(GameObject interactor)
{
Debug.Log(interactor.name + " is using " + name);
interactor = user;
}
public void RemoveFromInventory ()
{
user.GetComponent<Inventory>().Remove(this);
}
}
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using UnityEngine;
public class Item_Pickup : Interactable
{
public Item item;
public override void Interact(GameObject interactor)
{
base.Interact(interactor);
Pickup(interactor);
}
void Pickup(GameObject interactor)
{
Debug.Log("Picking up " + item.name);
bool wasPickedUp = interactor.GetComponent<Inventory>().Add(item);
//add to inventory
if(wasPickedUp)
Destroy(gameObject);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Camera_Controller : MonoBehaviour
{
public Transform target;
public Vector3 offset;
public float zoomSpeed = 4f;
public float minZoom = 5f;
public float maxZoom = 15f;
public float pitch = 2f;
public float yawSpeed = 100f;
private float currentZoom = 10f;
private float currentYaw = 0f;
void Update()
{
currentZoom -= Input.GetAxis("Mouse ScrollWheel") * zoomSpeed;
currentZoom = Mathf.Clamp(currentZoom, minZoom, maxZoom);
currentYaw -= Input.GetAxis("Horizontal") * yawSpeed * Time.deltaTime;
}
// Update is called once per frame
void LateUpdate()
{
transform.position = target.position - offset * currentZoom;
transform.LookAt(target.position + Vector3.up * pitch);
transform.RotateAround(target.position, Vector3.up, currentYaw);
}
}
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using UnityEngine.EventSystems;
using UnityEngine;
//[RequireComponent(typeof(Player_Movement))]
public class Player_Controller : MonoBehaviour
{
public LayerMask moveMask;
public Interactable focus;
Camera cam;
Player_Movement movement;
// Start is called before the first frame update
void Start()
{
cam = Camera.main;
movement = GetComponent<Player_Movement>();
}
// Update is called once per frame
void Update()
{
if (EventSystem.current.IsPointerOverGameObject()) return;
if (Input.GetMouseButtonDown(0))
{
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 100))
{
Debug.Log("We hit: " + hit.collider.name + " " + hit.point);
//Left mouse button click move
movement.MovetoPoint(hit.point);
RemoveFocus();
}
}
if (Input.GetMouseButtonDown(1))
{
Ray ray = cam.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 100))
{
Interactable interactable = hit.collider.GetComponent<Interactable>();
if (interactable != null)
{
SetFocus(interactable);
}
}
}
}
void SetFocus(Interactable newFocus)
{
if (newFocus != focus)
{
if (focus != null)
focus.OnDefocused();
focus = newFocus;
movement.FollowTarget(newFocus);
}
newFocus.OnFocused(transform);
}
void RemoveFocus()
{
if (focus != null)
focus.OnDefocused();
focus = null;
movement.StopFollowTarget();
}
private void OnDrawGizmos()
{
Gizmos.color = Color.red;
Vector3 direction = transform.TransformDirection(Vector3.forward) * 2;
Gizmos.DrawRay(transform.position, direction);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
//[RequireComponent(typeof(NavMeshAgent))]
public class Player_Movement : MonoBehaviour
{
Transform target;
NavMeshAgent agent;
// Start is called before the first frame update
void Start()
{
agent = GetComponent<NavMeshAgent>();
}
private void Update()
{
if (target != null)
{
agent.SetDestination(target.position);
FaceTarget();
}
}
public void MovetoPoint(Vector3 point)
{
agent.SetDestination(point);
}
public void FollowTarget(Interactable newTarget)
{
agent.stoppingDistance = newTarget.radius * 0.8f;
agent.updateRotation = false;
target = newTarget.interactionTransform;
}
public void StopFollowTarget()
{
agent.stoppingDistance = 0f;
agent.updateRotation = true;
target = null;
}
void FaceTarget()
{
Vector3 direction = (target.position - transform.position).normalized;
Quaternion lookRotation = Quaternion.LookRotation(new Vector3(direction.x, 0, direction.z));
transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * 5f);
}
}
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Update Mode: mergeDefaultDependencies
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