added Inventory UI
added logic to inventory * it is very possible to be reworked in the near future * With - ScriptableItem - an own Inventory class maybe - if necessary no Dictionary anymore
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103 changed files with 17775 additions and 58 deletions
34
Assets/Scripts/InventoryUI.cs
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34
Assets/Scripts/InventoryUI.cs
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using UnityEngine;
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public class InventoryUI : MonoBehaviour {
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public Transform itemsParent;
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public GameObject inventoryUI;
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private PlayerController playerController;
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private InventorySlot[] slots;
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// Start is called before the first frame update
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void Start() {
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playerController = PlayerController.instance;
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playerController.onItemChangedCallback += updateUI;
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slots = itemsParent.GetComponentsInChildren<InventorySlot>();
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}
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// Update is called once per frame
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void Update() {
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if(Input.GetButtonDown("Inventory")) {
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inventoryUI.SetActive(!inventoryUI.activeSelf);
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}
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}
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private void updateUI() {
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for(int i = 0; i < slots.Length; i++) {
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if(i < playerController.inventory.Count) {
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// slots[i].addItem(playerController.inventory[i]); //TODO: dictionary "letztes" Item finden, Wie?!?!?!
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} else {
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slots[i].clearSlot();
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}
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}
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}
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}
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