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IVisitable - { - if (visitable is PlayerController controller) - { - if(CanApply(statType, controller)) - ApplyStatsEffect(controller); - } - } - - private void ApplyStatsEffect(PlayerController controller) - { - StatModifier modifier = operatorType switch - { - OperatorType.Add => new BasicStatModifier(statType, duration, v => v + value), - OperatorType.Multiply => new BasicStatModifier(statType, duration, v => v * value), - _ => throw new ArgumentOutOfRangeException() - }; - - controller.Stats.Mediator.AddModifier(modifier); - Debug.Log($"Added modifier: {modifier}"); - } - - private bool CanApply(StatType statType, PlayerController controller) - { - switch (statType) - { - case StatType.Attack: - return true; - - case StatType.Health: - return controller.Health != controller.MaxHealth; - - case StatType.Mana: - return true; - } - - return true; - } -} \ No newline at end of file diff --git a/Assets/Scripts/Items/Potion.cs.meta b/Assets/Scripts/Items/Potion.cs.meta deleted file mode 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b/Assets/Scripts/Items/StatPotion.cs new file mode 100644 index 0000000..90baf95 --- /dev/null +++ b/Assets/Scripts/Items/StatPotion.cs @@ -0,0 +1,38 @@ +using MyCollections.DesignPatterns.Visitor; +using MyCollections.Stats; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; + +[CreateAssetMenu(menuName = "Item/Potion")] +public class StatPotion : Item, IVisitor +{ + public enum OperatorType { Add, Multiply } + + [SerializeField] private StatType statType = StatType.Attack; + [SerializeField] private OperatorType operatorType = OperatorType.Add; + [SerializeField] private int value = 10; + [SerializeField] private float duration = 5f; + + public void Visit<T>(T visitable) where T : Component, IVisitable + { + if (visitable is PlayerController controller) + { + ApplyStatsEffect(controller); + } + } + + private void ApplyStatsEffect(PlayerController controller) + { + StatModifier modifier = operatorType switch + { + OperatorType.Add => new BasicStatModifier(statType, duration, v => v + value), + OperatorType.Multiply => new BasicStatModifier(statType, duration, v => v * value), + _ => throw new ArgumentOutOfRangeException() + }; + + controller.Stats.Mediator.AddModifier(modifier); + Debug.Log($"Added modifier: {modifier}"); + } +} \ No newline at end of file diff --git a/Assets/Scripts/Items/StatPotion.cs.meta b/Assets/Scripts/Items/StatPotion.cs.meta new file mode 100644 index 0000000..e8464f4 --- /dev/null +++ b/Assets/Scripts/Items/StatPotion.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 10fe509893a028c48b0b85c8e65fbfb6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Managers/InventoryManager.cs b/Assets/Scripts/Managers/InventoryManager.cs index 42dc72f..e6edff1 100644 --- a/Assets/Scripts/Managers/InventoryManager.cs +++ b/Assets/Scripts/Managers/InventoryManager.cs @@ -84,12 +84,12 @@ { switch (item) { - case Potion potion: + case StatPotion potion: Debug.Log("Try to apply effect"); //Apply Potion Effects potion.Visit(controller); - slot.Amount--; + slot.Owner.RemoveItemAmount(index, 1); return; } } @@ -121,11 +121,12 @@ } } + public void SwapInventorySlot(InventorySlot slotA, InventorySlot slotB) { if (slotA.Owner != slotB.Owner) { - //Inventory slotAinventory + Inventory.SwapInventoriesSlot(slotA, slotB); } else diff --git a/Assets/Scripts/Player/Inventory/Inventory.cs b/Assets/Scripts/Player/Inventory/Inventory.cs index 9c0aafd..fac0d5b 100644 --- a/Assets/Scripts/Player/Inventory/Inventory.cs +++ b/Assets/Scripts/Player/Inventory/Inventory.cs @@ -17,7 +17,8 @@ public int Capacity => items.Capacity; // Event triggered when inventory changes - public event Action InventoryChanged; + public event Action<int> OnSlotChanged; + public event Action<int, int> OnSlotsChanged; //Constructor public Inventory(int capacity, GameObject gameObject) @@ -25,7 +26,8 @@ items = new List<InventorySlot>(capacity); for (int i = 0; i < capacity; i++) { - items.Add(null); // or `new InventorySlot(this);` if you want empty slots + InventorySlot slot = new InventorySlot(this); + items.Add(slot); } this.gameObject = gameObject; @@ -35,7 +37,7 @@ public bool AddItem(Item item, int amount = 1) { // Find the first empty slot or slot with the same item type - InventorySlot existentSlot = FindSlotByItem(item); + InventorySlot existentSlot = FindAvailableSlotByItem(item); if (existentSlot != null && !existentSlot.IsSlotFull()) { // Increment existing item amount if possible @@ -45,7 +47,7 @@ if (amount <= 0) { - InventoryChanged?.Invoke(); + OnSlotChanged?.Invoke(existentSlot.SlotIndex); return true; } } @@ -54,8 +56,8 @@ { if (items[i] == null || items[i].IsEmpty()) { - items[i] = new InventorySlot(this, item, amount); - InventoryChanged?.Invoke(); + items[i].AddItemSlot(item, amount); + OnSlotChanged?.Invoke(items[i].SlotIndex); return true; } } @@ -69,8 +71,8 @@ { if (index >= 0 && index < items.Count && items[index] != null) { - items[index] = null; - InventoryChanged?.Invoke(); + items[index] = new InventorySlot(this); // Replace with an empty + OnSlotChanged?.Invoke(index); } else { @@ -78,7 +80,7 @@ } } - private void RemoveItem(int index, int amount) + public void RemoveItemAmount(int index, int amount) { if (items[index] != null) { @@ -94,11 +96,58 @@ items[index].Amount -= amount; } - InventoryChanged?.Invoke(); + OnSlotChanged?.Invoke(items[index].SlotIndex); } } + public static bool TryMergeSlotsInventoriesSlots(InventorySlot slotA, InventorySlot slotB) + { + if (slotA.Item.Equals(slotB.Item)) + { + int mergeResult = slotA.Amount + slotB.Amount; + if (mergeResult <= slotB.MaxAmount) + { + slotB.AddItemSlot(slotA.Item, slotA.Amount + slotB.Amount); + slotA.Clear(); + return true; + } + + return false; + } + + return false; + } + + public static void SwapInventoriesSlot(InventorySlot slotA, InventorySlot slotB) + { + // Validate inputs + if (slotA == null || slotB == null || slotA.Owner == null || slotB.Owner == null) + { + Debug.LogError("Invalid slots or owners for swapping!"); + return; + } + + // Store original ownership + Inventory ownerA = slotA.Owner; + Inventory ownerB = slotB.Owner; + + // Store temporary data for swapping + Item tempItem = slotA.Item; + int tempAmount = slotA.Amount; + + // Swap content + slotA.AddItemSlot(slotB.Item, slotB.Amount); + slotB.AddItemSlot(tempItem, tempAmount); + + // Notify both inventories about the change + ownerA.OnSlotChanged?.Invoke(slotA.SlotIndex); + ownerB.OnSlotChanged?.Invoke(slotB.SlotIndex); + + //Debug.Log($"Swapped items between Inventory A (Slot {slotA.SlotIndex}) and Inventory B (Slot {slotB.SlotIndex})"); + } + + public int GetSlotIndex(InventorySlot inventorySlot) { return items.FindIndex(0, slot => slot == inventorySlot); @@ -107,26 +156,36 @@ //Swaps items to another slot public void SwapItemSlot(int index, int swapIndex) { - InventorySlot slot = items[index]; + // Perform the swap + InventorySlot temp = items[index]; items[index] = items[swapIndex]; - items[swapIndex] = slot; - InventoryChanged?.Invoke(); + items[swapIndex] = temp; + + Debug.Log($"Perform swap between index {index} and index {swapIndex}"); + + // Notify observers of the change + OnSlotsChanged?.Invoke(index, swapIndex); } public void SplitSlot(int index) { if (!IsFull()) { - if (CanSplitItemSlot(index, out InventorySlot slot)) + if (CanSplitItemSlot(index)) { - int amountToTransfer = CalculateStackDivision(slot.Amount); - slot.Amount = amountToTransfer; + InventorySlot newSlot = FindEmptySlot(); - // Creates a new slot with the split amount and adds it to inventory - InventorySlot newSlot = new InventorySlot(this, slot.Item, amountToTransfer); - items.Add(newSlot); + if (newSlot == null) + return; - InventoryChanged?.Invoke(); + InventorySlot s = GetSlot(index); + int amountToTransfer = CalculateStackDivision(s.Amount); + int leftOver = s.Amount - amountToTransfer; + s.Amount = amountToTransfer; + s.AddItemSlot(s.Item, amountToTransfer); + newSlot.AddItemSlot(s.Item, leftOver); + + OnSlotsChanged?.Invoke(s.SlotIndex, newSlot.SlotIndex); return; } @@ -140,13 +199,26 @@ //Check if the item is stackable //Returns true if the item is stackable //And also returns the slot of the item - private bool CanSplitItemSlot(int index, out InventorySlot slot) + private bool CanSplitItemSlot(int index) { - Item item = items[index].Item; - slot = items[index]; - return item != null && item.IsStackable && slot.Amount > 1; + InventorySlot slot = items[index]; + + return CanSplitItemSlot(slot); } + private bool CanSplitItemSlot(InventorySlot slot) + { + if(IsFull()) + return false; + + //Tries to find a slot that contains an empty slot + InventorySlot avalableSlot = FindEmptySlot(); + + return avalableSlot != null && slot.Item.IsStackable && slot.Amount > 1; + + } + + //Gets an item public Item GetItem(int index) => items[index].Item; @@ -156,11 +228,11 @@ private int CalculateStackDivision(int amount) => Mathf.CeilToInt(amount / 2f); //Checks if a slot exists with same item - private InventorySlot FindSlotByItem(Item item) + private InventorySlot FindAvailableSlotByItem(Item item) { foreach (InventorySlot slot in items) { - if (slot != null && slot.Item != null && slot.Item.Equals(item) && !slot.IsSlotFull()) + if (slot.Item != null && slot.Item.Equals(item) && !slot.IsSlotFull()) { return slot; } @@ -168,15 +240,20 @@ return null; } - public void SetSlot(int index, InventorySlot slot) + public bool TryMergeSlots(InventorySlot slotA, InventorySlot slotB) { - items[index] = slot; + if (TryMergeSlotsInventoriesSlots(slotA, slotB)) + { + OnSlotsChanged.Invoke(slotA.SlotIndex, slotB.SlotIndex); + return true; + } + + return false; } - //public static void SwapSlotInventory(Inventory inventory, InventorySlot slot) - //{ - // if(inventoryA) - //} + //Finds an empty slot + private InventorySlot FindEmptySlot() => GetSlot(items.FindIndex(x => x.IsEmpty())); + //public void DropItem(int index, int amount) //{ @@ -221,6 +298,9 @@ [SerializeField] private Item item; [SerializeField] private int amount; [SerializeField] private int maxAmount; + //Testing purposes + [SerializeField] private string ownerName; + [SerializeField] private int slotIndex; [NonSerialized] private Inventory owner; @@ -240,19 +320,36 @@ { get => amount; set => amount = value; + } - //Constructor - public InventorySlot(Inventory owner, Item item = null, int amount = 0) + public void AddItemSlot(Item item = null, int amount = 0) { this.item = item; this.amount = amount; - maxAmount = item.StackAmount; - Owner = owner; + + if (item != null) + { + maxAmount = item.StackAmount; + } + } + + //Constructor + public InventorySlot(Inventory owner) + { + ownerName = owner.ToString(); + this.owner = owner; } //Checks id the slot is full public bool IsSlotFull() => amount == maxAmount; + public void Clear() + { + item = null; + amount = 0; + maxAmount = 0; + } + public bool IsEmpty() => item == null; } \ No newline at end of file diff --git a/Assets/Scripts/Player/PlayerController.cs b/Assets/Scripts/Player/PlayerController.cs index a69b7e7..be958aa 100644 --- a/Assets/Scripts/Player/PlayerController.cs +++ b/Assets/Scripts/Player/PlayerController.cs @@ -4,7 +4,6 @@ using MyCollections.Stats; using System; using System.Collections; -using System.Reflection; using UnityEngine; using UnityEngine.SceneManagement; @@ -21,8 +20,6 @@ [SerializeField] public float flashCounter = 0f; - [Header("Stats: ")] - [SerializeField] private BaseStats baseStats; public Stats Stats { get; private set; } [Header("Attribute Settings: ")] @@ -74,12 +71,6 @@ set => canMove = value; } - public int CurrentPlayerAttack - { - get => currentPlayerAttack; - set => currentPlayerAttack += value; - } - public int Health { get => health; @@ -109,6 +100,12 @@ set => currentPlayerDefense += value; } + public int CurrentPlayerAttack + { + get => currentPlayerAttack; + set => currentPlayerAttack += value; + } + public InventoryManager InventoryManager => inventoryManager; private void Awake() @@ -129,10 +126,8 @@ Destroy(gameObject); } - Stats = new Stats(new StatsMediator(), baseStats); - - currentPlayerAttack = baseStats.attack; - currentPlayerDefense = baseStats.defense; + Stats = new Stats(new StatsMediator(), this); + currentPlayerAttack = Stats.Attack; } void Start() @@ -145,6 +140,12 @@ if (!Stats.Mediator.IsEmpty) Stats.Mediator.Update(Time.deltaTime); + if (Input.GetKeyDown(KeyCode.M)) + { + + TakeDamage(5); + } + if (!IsDead() && canMove) { if (!isRuning) @@ -341,10 +342,14 @@ public void TakeDamage(int amount) { - Health = Mathf.Max(0, Health - amount); + Health = Mathf.Max(0, health - amount); anim.SetTrigger("Hurt"); } - public void Heal(int amount) => health += amount; + public void Heal(int amount) + { + // Trigger health-changed event to update observers (e.g., UI) + OnHealthChanged?.Invoke(Health); + } public int CurrentHealth() => health; public bool IsDead() => health <= 0f ? true : false; diff --git a/Assets/Scripts/Player/PlayerHUD.cs b/Assets/Scripts/Player/PlayerHUD.cs index f3cc032..ce350e1 100644 --- a/Assets/Scripts/Player/PlayerHUD.cs +++ b/Assets/Scripts/Player/PlayerHUD.cs @@ -1,6 +1,8 @@ +using MyCollections.Stats; using System; using System.Collections; using System.Collections.Generic; +using System.Linq; using TMPro; using UnityEngine; using UnityEngine.SceneManagement; @@ -26,8 +28,16 @@ [Header("Currency")] [SerializeField] private TextMeshProUGUI goldAmount; + [Header("Stats Modifiers: ")] + [SerializeField] private GameObject statsModifierParent; + [SerializeField] private GameObject modifierPrefab; + [SerializeField] private float spacingX = 2f; + [SerializeField] private float timerAnim = 1.2f; + [SerializeField] private float barSpeed = 0.5f; + private List<Tuple<GameObject, StatModifier>> modifiers = new List<Tuple<GameObject, StatModifier>>(); + //Player Controller PlayerController controller; @@ -42,8 +52,8 @@ // Start is called before the first frame update void Start() { - controller = PlayerController.Instance; gameManager = GameManager.Instance; + controller = gameManager.PlayerController; goldAmount.text = gameManager.PlayerGold.ToString(); lvlAmountTMP.text = gameManager.PlayerLevel.ToString(); @@ -52,10 +62,13 @@ controller.OnHealthChanged += UpdateHealthBar; controller.OnManaChanged += UpdateManaBar; + controller.Stats.Mediator.OnModifierAdded += AddStatModifierUI; + controller.Stats.Mediator.OnModifierRemoved += RemoveStateModifierUI; gameManager.OnXpGained += UpdateXPBar; gameManager.OnLevelUp += UpdateLvlNumber; gameManager.OnGoldAdded += UpdateGoldAmount; + } private void OnDestroy() @@ -67,7 +80,6 @@ // Update is called once per frame void Update() { - } private void UpdateHealthBar(int newHealth) @@ -160,4 +172,103 @@ healthBar.fillAmount = targetFillAmount; healthAmountTMP.text = $"{newHealth} / {controller.MaxHealth}"; // Ensure final text update matches target health } + + private void AddStatModifierUI(StatModifier modifier) + { + RectTransform parentRt = statsModifierParent.GetComponent<RectTransform>(); + Vector2 parentSize = parentRt.rect.size; + + // Instantiate and add the stat modifier to the UI + GameObject instance = Instantiate(modifierPrefab, parentRt); + RectTransform instanceRt = instance.GetComponent<RectTransform>(); + instanceRt.anchoredPosition = new Vector2(parentSize.x / 2, 0); // Place new modifier at initial position + modifiers.Insert(0, new Tuple<GameObject, StatModifier>(instance, modifier)); + + // Recalculate positions for all modifiers + RepositionModifiers(); + } + + // Repositions all stat modifiers sequentially + private void RepositionModifiers() + { + float currentXOffset = 0f; // Start from the parent's right edge + for (int i = 0; i < modifiers.Count; i++) + { + RectTransform rtModifier = modifiers[i].Item1.GetComponent<RectTransform>(); + Vector2 size = rtModifier.rect.size; + + // Calculate the new anchored position + Vector2 newPosition = new Vector2(currentXOffset - (size.x / 2), 0); + + // Move the modifier with animation + StartCoroutine(MoveTheStatModifierObjectAnim(rtModifier, newPosition)); + + // Update the current offset for the next modifier + currentXOffset -= size.x + spacingX; + } + } + + // Handles the Stat Modifiers UI elements' animations + private IEnumerator MoveTheStatModifierObjectAnim(RectTransform modifierRt, Vector2 finalPosition) + { + float elapsedTime = 0f; + Vector2 startPosition = modifierRt.anchoredPosition; + + while (elapsedTime < timerAnim) + { + elapsedTime += Time.deltaTime; + float t = elapsedTime / timerAnim; + modifierRt.anchoredPosition = Vector2.Lerp(startPosition, finalPosition, t); + yield return null; + } + modifierRt.anchoredPosition = finalPosition; + } + + private void RemoveStateModifierUI(StatModifier modifier) + { + // Find the Tuple to remove + Tuple<GameObject, StatModifier> result = modifiers.FirstOrDefault(tuple => tuple.Item2.Equals(modifier)); + + if (result == null) + { + Debug.LogError("Modifier not found in the list."); + return; + } + + GameObject go = result.Item1; + + if (go == null) + { + Debug.LogError("GameObject doesn't exist"); + return; + } + + RectTransform modifierRt = go.GetComponent<RectTransform>(); + if (modifierRt == null) + { + Debug.LogError("RectTransform not found on the GameObject."); + return; + } + + // Visual effect: Move up before removing + Vector2 finalPosition = modifierRt.anchoredPosition + new Vector2(0, 50); + + StartCoroutine(RemoveModifierAfterAnimation(result, modifierRt, finalPosition)); + } + + // Coroutine to handle animation and destruction + private IEnumerator RemoveModifierAfterAnimation(Tuple<GameObject, StatModifier> result, RectTransform modifierRt, Vector2 finalPosition) + { + yield return MoveTheStatModifierObjectAnim(modifierRt, finalPosition); + + // Remove the modifier from the list after animation completes + modifiers.Remove(result); + + // Destroy the GameObject after it's no longer needed + Destroy(result.Item1); + + // Reposition remaining modifiers + RepositionModifiers(); + } + } diff --git a/Assets/Scripts/Player/Stats/Stats.cs b/Assets/Scripts/Player/Stats/Stats.cs index 7c82616..1fda582 100644 --- a/Assets/Scripts/Player/Stats/Stats.cs +++ b/Assets/Scripts/Player/Stats/Stats.cs @@ -11,8 +11,8 @@ public class Stats { - private readonly BaseStats baseStats; private readonly StatsMediator mediator; + private readonly PlayerController controller; public StatsMediator Mediator => mediator; @@ -20,7 +20,7 @@ { get { - Query query = new Query(StatType.Attack, baseStats.attack); + Query query = new Query(StatType.Attack, controller.CurrentPlayerAttack); mediator.PerformQuery(this, query); return (int)query.value; } @@ -30,37 +30,17 @@ { get { - Query query = new Query(StatType.Defense, baseStats.defense); + Query query = new Query(StatType.Defense, controller.CurrentPlayerAttack); mediator.PerformQuery(this, query); return (int)query.value; } } - public int Health - { - get - { - Query query = new Query(StatType.Health, baseStats.health); - mediator.PerformQuery(this, query); - return (int)query.value; - } - } - - public float Mana - { - get - { - Query query = new Query(StatType.Health, baseStats.mana); - mediator.PerformQuery(this, query); - return query.value; - } - } - - public Stats(StatsMediator mediator, BaseStats baseStats) + public Stats(StatsMediator mediator, PlayerController controller) { this.mediator = mediator; - this.baseStats = baseStats; + this.controller = controller; } //Debugging purposes diff --git a/Assets/Scripts/Player/Stats/StatsMediator.cs b/Assets/Scripts/Player/Stats/StatsMediator.cs index 8a68d9f..1aeb939 100644 --- a/Assets/Scripts/Player/Stats/StatsMediator.cs +++ b/Assets/Scripts/Player/Stats/StatsMediator.cs @@ -10,6 +10,8 @@ private readonly LinkedList<StatModifier> modifiers = new LinkedList<StatModifier>(); public event EventHandler<Query> Queries; + public event Action<StatModifier> OnModifierAdded; + public event Action<StatModifier> OnModifierRemoved; public bool IsEmpty => modifiers.IsEmpty(); public void PerformQuery(object sender, Query query) => Queries?.Invoke(sender, query); @@ -17,10 +19,12 @@ public void AddModifier(StatModifier modifier) { modifiers.InsertAtBegin(modifier); + OnModifierAdded?.Invoke(modifier); Queries += modifier.Handle; modifier.OnDispose += callback => { + OnModifierRemoved?.Invoke(modifier); modifiers.Remove(modifier); Queries -= modifier.Handle; }; diff --git a/Assets/Scripts/UI/HUDManager.cs b/Assets/Scripts/UI/HUDManager.cs index c6ebed9..8bc4f23 100644 --- a/Assets/Scripts/UI/HUDManager.cs +++ b/Assets/Scripts/UI/HUDManager.cs @@ -6,7 +6,7 @@ private GameStateManager gameStateManager; [SerializeField] private GameObject pauseMenuPanel; - [SerializeField] private GameObject inventoryPanel; + [SerializeField] private PlayerInventoryUI playerInventoryUI; [SerializeField] private HUDMode currentHUDMode; @@ -80,12 +80,12 @@ break; case HUDMode.Inventory: - if (inventoryPanel == null) + if (playerInventoryUI == null) { Debug.LogError("Inventory Panel is null in SetHUDMode."); return; } - inventoryPanel.SetActive(true); + playerInventoryUI.DisplayGrid(true); Cursor.visible = true; break; @@ -103,7 +103,7 @@ { // Deactivate all HUD panels pauseMenuPanel.SetActive(false); - inventoryPanel.SetActive(false); + playerInventoryUI.DisplayGrid(false); } public void OnDestroy() diff --git a/Assets/Scripts/UI/Inventory/InventoryButton.cs b/Assets/Scripts/UI/Inventory/InventoryButton.cs index 1f3fedb..4e53f99 100644 --- a/Assets/Scripts/UI/Inventory/InventoryButton.cs +++ b/Assets/Scripts/UI/Inventory/InventoryButton.cs @@ -1,5 +1,8 @@ +using System.Reflection; +using TMPro; using UnityEngine; using UnityEngine.EventSystems; +using UnityEngine.UI; public class InventoryButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler { @@ -16,25 +19,20 @@ private Vector3 originalPosition; private InventoryButton overlappingButton; + [SerializeField] private InventorySlot data; + [SerializeField] private PlayerInventoryUI playerInventoryUI; private void Start() { originalPosition = transform.position; - } - - public void ButtonInit(InventoryManager inventoryManager, int slotIndex, InventorySlot data) - { - this.slotIndex = slotIndex; - this.inventoryManager = inventoryManager; - this.data = data; + inventoryManager = GameManager.Instance.PlayerController.GetComponentInChildren<InventoryManager>(); } public void OnPointerDown(PointerEventData eventData) { if (eventData.button == PointerEventData.InputButton.Left) { - Debug.Log($"IsEmpty: {data.IsEmpty()}"); if (!data.IsEmpty()) { pressStartTime = Time.time; @@ -42,6 +40,15 @@ isBeingDragged = false; } } + + else if (eventData.button == PointerEventData.InputButton.Right) + { + if (!data.IsEmpty()) + { + data.Owner.SplitSlot(data.SlotIndex); + } + + } } public void OnPointerUp(PointerEventData eventData) @@ -82,10 +89,20 @@ private void OnSingleClick() { - if (buttonOptions != null && data != null) + if (data.Item != null) { - buttonOptions.SetActive(true); - buttonOptions.transform.position = transform.position; + //if (playerInventoryUI.currentButtonOptions == null) + //{ + // playerInventoryUI.currentButtonOptions = Instantiate(buttonOptions, transform); + // playerInventoryUI.currentButtonOptions.transform.position = transform.position; + //} + + //else + //{ + // playerInventoryUI.currentButtonOptions = null; + // playerInventoryUI.currentButtonOptions = Instantiate(buttonOptions, transform); + // playerInventoryUI.currentButtonOptions.transform.position = transform.position; + //} } } @@ -102,17 +119,44 @@ } } + public void ChangeData(InventorySlot d) + { + data = d; + + Image[] images = gameObject.GetComponentsInChildren<Image>(); + TextMeshProUGUI tmp = gameObject.GetComponentInChildren<TextMeshProUGUI>(); + + foreach (Image image in images) + { + if (image.gameObject.transform.childCount == 0) + { + if (data.Item != null) + { + image.color = Color.white; + image.sprite = data.Item.ItemImage; + tmp.text = data.Amount > 1 ? d.Amount.ToString() : string.Empty; + } + else + { + image.color = Color.clear; // Reset to transparent + image.sprite = null; + tmp.text = string.Empty; // Clear text + } + } + } + } + private void OnHoldRelease() { if (isOverlapping && overlappingButton != null) { - // Swap only the inventorySlot data with the overlapping button - //inventoryManager.SwapTransferItem(slotIndex, overlappingButton.slotIndex); - inventoryManager.SwapInventorySlot(data, overlappingButton.data); - // Optionally, update visual elements if they depend on inventorySlot data - UpdateSlotDisplay(); - overlappingButton.UpdateSlotDisplay(); + if (!data.Owner.TryMergeSlots(data, overlappingButton.data)) + { + // Perform the swap in the inventory data + inventoryManager.SwapInventorySlot(data, overlappingButton.data); + } + isOverlapping = false; overlappingButton = null; @@ -121,19 +165,15 @@ transform.position = originalPosition; // Return to original position visually } - private void UpdateSlotDisplay() - { - // This method updates the UI display for the slot, such as icons or item quantities, - // based on the current inventorySlot data. - // Example: Update the icon or item quantity shown on the button. - } private void OnTriggerEnter2D(Collider2D collision) { - if (collision.TryGetComponent(out InventoryButton button) && button != this) + // Check if the current button is being dragged and the collision is with another button + if (isBeingDragged && collision.TryGetComponent(out InventoryButton button) && button != this) { overlappingButton = button; isOverlapping = true; + Debug.Log($"Started overlapping with button at index {button.slotIndex}"); } } diff --git a/Assets/Scripts/UI/Inventory/QuickInventoryUI.cs b/Assets/Scripts/UI/Inventory/QuickInventoryUI.cs index 6894f9f..6bb8fde 100644 --- a/Assets/Scripts/UI/Inventory/QuickInventoryUI.cs +++ b/Assets/Scripts/UI/Inventory/QuickInventoryUI.cs @@ -34,7 +34,7 @@ Debug.Log($"Inventory: {inventory}\nInventory Capacity: {inventory.Capacity}"); //inventory.InventoryChanged += UpdateUI; - inventory.InventoryChanged += UpdateSlots; + //inventory.InventoryChanged += UpdateSlots; } else @@ -49,7 +49,7 @@ { if (uiSlots[i].TryGetComponent(out InventoryButton button)) { - button.ButtonInit(inventoryManager, i, inventoryManager.QuickInventory.GetSlot(i)); + //button.ButtonInit(inventoryManager, i, inventoryManager.QuickInventory.GetSlot(i)); UpdateUI(i); } } @@ -135,12 +135,12 @@ if (inventory != null) { // Subscribe to inventory changes when the UI is active - inventory.InventoryChanged += UpdateSlots; + //inventory.InventoryChanged += UpdateSlots; } } private void OnDisable() { - inventory.InventoryChanged -= UpdateSlots; + //inventory.InventoryChanged -= UpdateSlots; } } \ No newline at end of file diff --git a/Assets/UI/Inventory/DynamicInventoryUI.cs b/Assets/UI/Inventory/DynamicInventoryUI.cs index 3687f41..cbd8ca2 100644 --- a/Assets/UI/Inventory/DynamicInventoryUI.cs +++ b/Assets/UI/Inventory/DynamicInventoryUI.cs @@ -36,7 +36,7 @@ inventory = inventoryManager.Inventory; // Subscribe to inventory changes when the UI is active - inventory.InventoryChanged += UpdateUI; + //inventory.InventoryChanged += UpdateUI; CreateInventoryGrid(); } @@ -235,7 +235,7 @@ if (inventory != null) { // Subscribe to inventory changes when the UI is active - inventory.InventoryChanged += UpdateUI; + //inventory.InventoryChanged += UpdateUI; CreateInventoryGrid(); } } @@ -243,7 +243,7 @@ private void OnDisable() { ClearInventoryGrid(); - inventory.InventoryChanged -= UpdateUI; + //inventory.InventoryChanged -= UpdateUI; } public void SplitItemStack(int index) => inventory.SplitSlot(index); diff --git a/Assets/UI/Inventory/PlayerInventoryUI.cs b/Assets/UI/Inventory/PlayerInventoryUI.cs new file mode 100644 index 0000000..0aa75ce --- /dev/null +++ b/Assets/UI/Inventory/PlayerInventoryUI.cs @@ -0,0 +1,186 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; +using UnityEngine.UI; + +public class PlayerInventoryUI : MonoBehaviour +{ + [SerializeField] private GameObject uiSlotPrefab; + [SerializeField] private GameObject[] uiSlots; //Slots for the quick inventory + [SerializeField] private GameObject inventoryUIObject; + [SerializeField] private GameObject slotsOptions; + [SerializeField] private GameObject insertAmountPanelprefab; + [SerializeField] private Inventory inventory, quickInventory; + + //Inventory settings + [SerializeField] private float gridSpacingX, gridSpacingY; //the space between each tile of the matrix + [SerializeField] private int columns = 5; // Number of columns in the inventory grid + private int rows; + + public GameObject currentButtonOptions; + + //UI Inventory Matrix Size + GameObject[,] inventorySlots = null; + + // Start is called before the first frame update + void Start() + { + inventory = GameManager.Instance.PlayerController.InventoryManager.Inventory; + quickInventory = GameManager.Instance.PlayerController.InventoryManager.QuickInventory; + + CreateInventoryGrid(); + + // Populate UI slots with initial data + for (int i = 0; i < inventory.Capacity; i++) + { + UpdateGridUI(i); + } + for (int i = 0; i < quickInventory.Capacity; i++) + { + UpdateQuickInventoryUI(i); + } + + + inventory.OnSlotChanged += UpdateGridUI; + inventory.OnSlotsChanged += UpdateGridUI; + + quickInventory.OnSlotChanged += UpdateQuickInventoryUI; + quickInventory.OnSlotsChanged += UpdateQuickInventoryUI; + } + + // Update is called once per frame + void Update() + { + + } + + public void DisplayGrid(bool enable) + { + for (int row = 0; row < rows; row++) + { + for (int col = 0; col < columns; col++) + { + inventorySlots[row, col].SetActive(enable); + } + } + } + + //Creates an inventory grid + private void CreateInventoryGrid() + { + // Get the inventory size from the player + int inventorySize = inventory.Capacity; + + // Calculate number of rows needed based on the inventory size and number of columns + rows = Mathf.CeilToInt((float)inventorySize / columns); + + // Initialize the 2D array based on rows and columns + inventorySlots = new GameObject[rows, columns]; + + // Calculate total width and height of the grid + float gridWidth = columns * gridSpacingX; + float gridHeight = rows * gridSpacingY; + + // Calculate the starting position for centering the grid + Vector3 startPosition = new Vector3(-gridWidth / 2 + gridSpacingX / 2, gridHeight / 2 - gridSpacingY / 2, 0); + + // Start drawing the inventory grid + for (int row = 0; row < rows; row++) + { + for (int col = 0; col < columns; col++) + { + // Calculate the slot index (linear inventory index) + int index = row * columns + col; + + // Ensure we don't create extra slots beyond the inventory size + if (index >= inventorySize) break; + + // Calculate the position for each slot based on row, column, and spacing + Vector3 position = startPosition + new Vector3(col * gridSpacingX, -row * gridSpacingY, 0); + + // Instantiate the slot at the calculated position + GameObject slot = Instantiate(uiSlotPrefab, inventoryUIObject.transform); + slot.GetComponent<RectTransform>().anchoredPosition = position; + slot.SetActive(false); + + // Store the slot reference in the array + inventorySlots[row, col] = slot; + } + } + } + + private void UpdateQuickInventoryUI(int index) + { + InventorySlot slot = quickInventory.GetSlot(index); + + GameObject inventorySlot = uiSlots[index]; + + InventoryButton slotButton = inventorySlot.GetComponent<InventoryButton>(); + + slotButton.ChangeData(slot); + } + + private void UpdateQuickInventoryUI(int indexA, int indexB) + { + InventorySlot slotA = quickInventory.GetSlot(indexA); + InventorySlot slotB = quickInventory.GetSlot(indexB); + + GameObject inventorySlotA = uiSlots[indexA]; + GameObject inventorySlotB = uiSlots[indexB]; + + InventoryButton slotButtonA = inventorySlotA.GetComponent<InventoryButton>(); + InventoryButton slotButtonB = inventorySlotB.GetComponent<InventoryButton>(); + + //Updates the data of the slots + slotButtonA.ChangeData(slotA); + slotButtonB.ChangeData(slotB); + } + + //Updates a single index + private void UpdateGridUI(int index) + { + Tuple<int, int> gridIndex = CalculateIndexPosition(index); + InventorySlot slot = inventory.GetSlot(index); + + GameObject inventorySlot = inventorySlots[gridIndex.Item1, gridIndex.Item2]; + + InventoryButton slotButton = inventorySlot.GetComponent<InventoryButton>(); + + slotButton.ChangeData(slot); + } + + //Update 2 indexes + //Used 2 items swap positions on the inventory + private void UpdateGridUI(int indexA, int indexB) + { + //Calculates the index on the grid based on the index of the inventory + Tuple<int, int> gridIndexA = CalculateIndexPosition(indexA); + Tuple<int, int> gridIndexB = CalculateIndexPosition(indexB); + + //Get Inventory Data + InventorySlot slotA = inventory.GetSlot(indexA); + InventorySlot slotB = inventory.GetSlot(indexB); + + //Get the ui inventorySlots + GameObject inventorySlotA = inventorySlots[gridIndexA.Item1, gridIndexA.Item2]; + GameObject inventorySlotB = inventorySlots[gridIndexB.Item1, gridIndexB.Item2]; + + //Get the inventory button components + InventoryButton slotButtonA = inventorySlotA.GetComponent<InventoryButton>(); + InventoryButton slotButtonB = inventorySlotB.GetComponent<InventoryButton>(); + + //Change the data + slotButtonA.ChangeData(slotA); + slotButtonB.ChangeData(slotB); + } + + //Calculates the index position + private Tuple<int,int> CalculateIndexPosition(int index) + { + //Calculate the column + int row = index / columns; + int col = index % columns; + return Tuple.Create(row, col); + } +} diff --git a/Assets/UI/Inventory/PlayerInventoryUI.cs.meta b/Assets/UI/Inventory/PlayerInventoryUI.cs.meta new file mode 100644 index 0000000..a6b9ec3 --- /dev/null +++ b/Assets/UI/Inventory/PlayerInventoryUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d1a0226d1ad316a4c8dcdc4845aa6083 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/README.md b/README.md index 8107b64..80a198b 100644 --- a/README.md +++ b/README.md @@ -1,28 +1,43 @@ # The Vengeance -The Vengeance is a Unity 2D vertical slice project that i developed for my 3rd semester in University. - +The Vengeance is a Unity 2D vertical slice project that I originally developed for my 3rd semester in university. This repository showcases the game and my ongoing efforts to rework and improve it. ## About the Game -The Vengeance is a 2D action-adventure single-player game in a Medieval fantasy. -In the game the player is on an adventure and to level up and upgrade the equipment must kill monsters that are around the map. +The Vengeance is a 2D action-adventure single-player game set in a medieval fantasy world. +Players embark on an adventure to level up and upgrade equipment by defeating monsters scattered across the map. + +--- + +## Features + +- **Genre**: 2D Action-Adventure +- **Key Mechanics**: + - Combat: Engage with various enemies. + - Progression: Level up and enhance your character's combat power. +- **Visual Style**: 2D Hand Painted medieval fantasy. +- **Platform**: PC + +--- + ## Project Contributions The project originally was developed by me and other 2 colleagues. Currently i'm reworking on a new version of the project. -Project implementations: - ### Game Mechanics -- Main Character Movement; -- Main Character Combat Mechanics -- NPC Pathfinding (Sebastian League A* Pathfinding adaptation); +- Character movement system. +- Combat mechanics for the main character. +- Combat mechanics for the NPC's. +- NPC pathfinding (adapted from *Sebastian Lague's A* Pathfinding*). ### Game Systems -- Inventory System; -- Dialogue System (using Ink); -- Combat System; -- Finite State Machine; -- Level System; +- Modular Inventory system for item management. +- Dialogue system implemented with **Ink**. +- Finite State Machine for NPC behavior. +- Experience and level progression system. + +### UI + +- Menus