Inventory reimplementation (from MonsterShop). Top panel is temporarily broken

This commit is contained in:
Aggtaa 2026-01-20 22:47:58 +03:00
parent a9fb1864a5
commit 29899842e4
33 changed files with 913 additions and 129 deletions

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@ -19,7 +19,7 @@ public class ResourceDrawer : PropertyDrawer
private static void Initialize()
{
resources = ResourceStorage.RegisteredResources;
resources = ResourceRegistry.Instance.Items;
// if (resourceTypes == null)
// {
// resourceTypes = AppDomain

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@ -15,6 +15,7 @@ GameObject:
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@ -217,3 +218,17 @@ MonoBehaviour:
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Interval: 2000
Power: 3
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@ -157,7 +157,7 @@ PrefabInstance:
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@ -183,6 +183,10 @@ PrefabInstance:
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@ -239,6 +243,10 @@ PrefabInstance:
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@ -318,6 +326,8 @@ MonoBehaviour:
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@ -555,6 +565,10 @@ PrefabInstance:
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@ -799,7 +817,7 @@ PrefabInstance:
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@ -825,6 +843,10 @@ PrefabInstance:
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@ -869,6 +891,14 @@ PrefabInstance:
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@ -0,0 +1,15 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class GameData
{
public long lastUpdated;
public PlayerData player = new PlayerData();
public StorageData storage = new StorageData();
public List<ShelfData> shelves = new List<ShelfData>();
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class InventoryData
{
public float capacity = 0;
public SerializableDictionary<string, float> items =
new SerializableDictionary<string, float>();
}

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@ -0,0 +1,11 @@
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@ -0,0 +1,7 @@
using System;
[System.Serializable]
public class PlayerData
{
public InventoryData inventory = new InventoryData();
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ff587676af26ad344af1761388bb9016

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@ -0,0 +1,11 @@
using UnityEngine;
[System.Serializable]
public class ShelfData
{
public string type = "shelf";
public Vector2 location = Vector2.zero;
public float angle = 0;
public InventoryData inventory = new InventoryData();
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e220bc2634b66924c99448f4bd3a824c

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@ -0,0 +1,7 @@
using System;
[System.Serializable]
public class StorageData
{
public InventoryData inventory = new InventoryData();
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
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@ -0,0 +1,169 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
public class DataPersistenceManager : MonoBehaviour
{
// [Header("Debugging")]
// [SerializeField] private bool initializeDataIfNull = false;
[Header("File Storage Config")]
[SerializeField]
private string fileName;
[SerializeField]
private bool useEncryption;
[Header("Auto Saving Configuration")]
[SerializeField]
private float autoSaveTimeSeconds = 60f;
private GameData gameData = new GameData();
private List<IDataPersistence<GameData>> dataPersistenceObjects;
private FileDataHandler dataHandler;
private Coroutine autoSaveCoroutine;
public static DataPersistenceManager instance { get; private set; }
private void Awake()
{
if (instance != null)
{
Debug.Log(
"Found more than one Data Persistence Manager in the scene. Destroying the newest one."
);
Destroy(this.gameObject);
return;
}
instance = this;
DontDestroyOnLoad(this.gameObject);
this.dataHandler = new FileDataHandler(
Application.persistentDataPath,
fileName,
useEncryption
);
}
private void OnEnable()
{
SceneManager.sceneLoaded += OnSceneLoaded;
Initialize();
}
private void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
// Start();
}
private void Initialize()
{
LoadGame();
// start up the auto saving coroutine
if (autoSaveCoroutine != null)
{
StopCoroutine(autoSaveCoroutine);
}
autoSaveCoroutine = StartCoroutine(AutoSave());
}
public void NewGame()
{
Debug.Log("new game");
this.gameData = new GameData();
}
public void LoadGame()
{
Debug.Log("Loading game");
this.dataPersistenceObjects = FindAllDataPersistenceObjects();
// load any saved data from a file using the data handler
this.gameData = dataHandler.Load();
// start a new game if the data is null and we're configured to initialize data for debugging purposes
if (this.gameData == null)
{
NewGame();
return;
}
// if no data can be loaded, don't continue
// if (this.gameData == null)
// {
// Debug.Log("No data was found. A New Game needs to be started before data can be loaded.");
// return;
// }
// push the loaded data to all other scripts that need it
foreach (IDataPersistence<GameData> dataPersistenceObj in dataPersistenceObjects)
{
dataPersistenceObj.LoadData(gameData);
}
}
public void SaveGame()
{
Debug.Log("Saving game");
this.dataPersistenceObjects = FindAllDataPersistenceObjects();
// if we don't have any data to save, log a warning here
if (this.gameData == null)
{
Debug.LogWarning(
"No data was found. A New Game needs to be started before data can be saved."
);
return;
}
// pass the data to other scripts so they can update it
foreach (IDataPersistence<GameData> dataPersistenceObj in dataPersistenceObjects)
{
dataPersistenceObj.SaveData(gameData);
}
// timestamp the data so we know when it was last saved
gameData.lastUpdated = System.DateTime.Now.ToBinary();
// save that data to a file using the data handler
dataHandler.Save(gameData);
}
private void OnApplicationQuit()
{
SaveGame();
}
private List<IDataPersistence<GameData>> FindAllDataPersistenceObjects()
{
// FindObjectsofType takes in an optional boolean to include inactive gameobjects
IEnumerable<IDataPersistence<GameData>> dataPersistenceObjects =
FindObjectsByType<MonoBehaviour>(FindObjectsSortMode.None)
.OfType<IDataPersistence<GameData>>();
var list = new List<IDataPersistence<GameData>>(dataPersistenceObjects);
return list;
}
private IEnumerator AutoSave()
{
while (true)
{
yield return new WaitForSeconds(autoSaveTimeSeconds);
SaveGame();
Debug.Log("Auto Saved Game");
}
}
}

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@ -0,0 +1,185 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.IO;
public class FileDataHandler
{
private string dataDirPath = "";
private string dataFileName = "";
private bool useEncryption = false;
private readonly string encryptionCodeWord = "word";
private readonly string backupExtension = ".bak";
public FileDataHandler(string dataDirPath, string dataFileName, bool useEncryption)
{
this.dataDirPath = dataDirPath;
this.dataFileName = dataFileName;
this.useEncryption = useEncryption;
}
public GameData Load(bool allowRestoreFromBackup = true)
{
// use Path.Combine to account for different OS's having different path separators
string fullPath = Path.Combine(dataDirPath, dataFileName);
GameData loadedData = null;
if (File.Exists(fullPath))
{
try
{
// load the serialized data from the file
string dataToLoad = "";
using (FileStream stream = new FileStream(fullPath, FileMode.Open))
{
using (StreamReader reader = new StreamReader(stream))
{
dataToLoad = reader.ReadToEnd();
}
}
// optionally decrypt the data
if (useEncryption)
{
dataToLoad = EncryptDecrypt(dataToLoad);
}
// deserialize the data from Json back into the C# object
loadedData = JsonUtility.FromJson<GameData>(dataToLoad);
}
catch (Exception e)
{
// since we're calling Load(..) recursively, we need to account for the case where
// the rollback succeeds, but data is still failing to load for some other reason,
// which without this check may cause an infinite recursion loop.
if (allowRestoreFromBackup)
{
Debug.LogWarning("Failed to load data file. Attempting to roll back.\n" + e);
bool rollbackSuccess = AttemptRollback(fullPath);
if (rollbackSuccess)
{
// try to load again recursively
loadedData = Load(false);
}
}
// if we hit this else block, one possibility is that the backup file is also corrupt
else
{
Debug.LogError("Error occured when trying to load file at path: "
+ fullPath + " and backup did not work.\n" + e);
}
}
}
return loadedData;
}
public void Save(GameData data)
{
// use Path.Combine to account for different OS's having different path separators
string fullPath = Path.Combine(dataDirPath, dataFileName);
Debug.Log("Saving to " + fullPath);
string backupFilePath = fullPath + backupExtension;
try
{
// create the directory the file will be written to if it doesn't already exist
Directory.CreateDirectory(Path.GetDirectoryName(fullPath));
// serialize the C# game data object into Json
string dataToStore = JsonUtility.ToJson(data, true);
// optionally encrypt the data
if (useEncryption)
{
dataToStore = EncryptDecrypt(dataToStore);
}
// write the serialized data to the file
using (FileStream stream = new FileStream(fullPath, FileMode.Create))
{
using (StreamWriter writer = new StreamWriter(stream))
{
writer.Write(dataToStore);
}
}
// verify the newly saved file can be loaded successfully
GameData verifiedGameData = Load();
// if the data can be verified, back it up
if (verifiedGameData != null)
{
File.Copy(fullPath, backupFilePath, true);
}
// otherwise, something went wrong and we should throw an exception
else
{
throw new Exception("Save file could not be verified and backup could not be created.");
}
}
catch (Exception e)
{
Debug.LogError("Error occured when trying to save data to file: " + fullPath + "\n" + e);
}
}
public void Delete()
{
string fullPath = Path.Combine(dataDirPath, dataFileName);
try
{
// ensure the data file exists at this path before deleting the directory
if (File.Exists(fullPath))
{
// delete the profile folder and everything within it
Directory.Delete(Path.GetDirectoryName(fullPath), true);
}
else
{
Debug.LogWarning("Tried to delete profile data, but data was not found at path: " + fullPath);
}
}
catch (Exception e)
{
Debug.LogError("Failed to delete data at path: " + fullPath + "\n" + e);
}
}
// the below is a simple implementation of XOR encryption
private string EncryptDecrypt(string data)
{
string modifiedData = "";
for (int i = 0; i < data.Length; i++)
{
modifiedData += (char) (data[i] ^ encryptionCodeWord[i % encryptionCodeWord.Length]);
}
return modifiedData;
}
private bool AttemptRollback(string fullPath)
{
bool success = false;
string backupFilePath = fullPath + backupExtension;
try
{
// if the file exists, attempt to roll back to it by overwriting the original file
if (File.Exists(backupFilePath))
{
File.Copy(backupFilePath, fullPath, true);
success = true;
Debug.LogWarning("Had to roll back to backup file at: " + backupFilePath);
}
// otherwise, we don't yet have a backup file - so there's nothing to roll back to
else
{
throw new Exception("Tried to roll back, but no backup file exists to roll back to.");
}
}
catch (Exception e)
{
Debug.LogError("Error occured when trying to roll back to backup file at: "
+ backupFilePath + "\n" + e);
}
return success;
}
}

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@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public interface IDataPersistenceBase { }
public interface IDataPersistence<TData> : IDataPersistenceBase
{
void LoadData(TData data);
// The 'ref' keyword was removed from here as it is not needed.
// In C#, non-primitive types are automatically passed by reference.
void SaveData(TData data);
}

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@ -0,0 +1,57 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Collections;
using UnityEngine;
[System.Serializable]
public class SerializableDictionaryEntry<TKey, TValue>
{
public TKey key;
public TValue value;
}
[System.Serializable]
public class SerializableDictionary<TKey, TValue>
: Dictionary<TKey, TValue>,
ISerializationCallbackReceiver
{
[SerializeField]
private List<SerializableDictionaryEntry<TKey, TValue>> entries =
new List<SerializableDictionaryEntry<TKey, TValue>>();
public SerializableDictionary() { }
public SerializableDictionary(Dictionary<TKey, TValue> source)
{
foreach (var item in source)
Add(item.Key, item.Value);
}
public void OnBeforeSerialize()
{
entries.Clear();
foreach (KeyValuePair<TKey, TValue> pair in this)
{
entries.Add(
new SerializableDictionaryEntry<TKey, TValue>()
{
key = pair.Key,
value = pair.Value,
}
);
}
}
// load the dictionary from lists
public void OnAfterDeserialize()
{
this.Clear();
foreach (SerializableDictionaryEntry<TKey, TValue> entry in entries)
{
this.Add(entry.key, entry.value);
}
}
}

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@ -27,11 +27,13 @@ public class FactoryInfo : MonoBehaviour
private new Collider2D collider;
private ResourceSource source;
private ResourceGenerator generator;
private InventoryHolder inventory;
private UIDocument uiDocument;
private VisualElement rootElement;
private VisualElement panelElement;
private Label titleLabel;
private ProgressBar progressBar;
private ProgressBar storagLoadBar;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
@ -39,6 +41,7 @@ public class FactoryInfo : MonoBehaviour
collider = GetComponent<Collider2D>();
source = GetComponent<ResourceSource>();
generator = GetComponent<ResourceGenerator>();
inventory = GetComponent<InventoryHolder>();
uiDocument = GetComponent<UIDocument>();
rootElement = uiDocument.rootVisualElement;
@ -46,6 +49,7 @@ public class FactoryInfo : MonoBehaviour
panelElement = rootElement.Q<VisualElement>("Panel");
titleLabel = rootElement.Q<Label>("Title");
progressBar = rootElement.Q<ProgressBar>("Progress");
storagLoadBar = rootElement.Q<ProgressBar>("StorageLoad");
}
[ExecuteInEditMode]
@ -61,7 +65,18 @@ public class FactoryInfo : MonoBehaviour
Debug.Log("No panel");
titleLabel.text = title;
progressBar.title = source?.Resource.Name;
progressBar.value = generator.Progress * 100;
if (inventory != null)
{
storagLoadBar.style.display = DisplayStyle.Flex;
var inv = inventory.Inventory;
storagLoadBar.title = $"{inv.Load}/{inv.Capacity}";
storagLoadBar.value = inv.Load / inv.Capacity * 100;
}
else
storagLoadBar.style.display = DisplayStyle.None;
}
}

188
Assets/Scripts/Inventory.cs Normal file
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@ -0,0 +1,188 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Tilemaps;
public delegate string NameCallback();
public abstract class IInventory
{
private List<Action> changeCallbacks = new List<Action>();
public abstract string Name { get; }
public abstract IReadOnlyDictionary<string, float> Items { get; }
public abstract float Capacity { get; set; }
public float Load => Items.Sum(kvp => kvp.Value);
public float Free => Capacity < 0 ? int.MaxValue : Capacity - Load;
public abstract float GetAmount(string item);
protected abstract int DoClear();
protected abstract float DoAdd(string item, float amount, bool allowPartialAdd = false);
protected abstract float DoRemove(string item, float amount, bool allowPartialRemoval = false);
public float Clear()
{
var cleared = DoClear();
if (cleared > 0)
InvokeOnChange();
return cleared;
}
public float Add(string item, float amount, bool allowPartialAdd = false)
{
var added = DoAdd(item, amount, allowPartialAdd);
if (added > 0)
InvokeOnChange();
return added;
}
public float Remove(string item, float amount, bool allowPartialRemoval = false)
{
var removed = DoRemove(item, amount, allowPartialRemoval);
if (removed > 0)
InvokeOnChange();
return removed;
}
public void RegisterOnChangeCallback(Action callback)
{
changeCallbacks.Add(callback);
}
public void UnregisterOnChangeCallback(Action callback)
{
changeCallbacks.Remove(callback);
}
private void InvokeOnChange()
{
// Debug.Log(
// $"Resources: {String.Join("; ", resources.Values.ToArray().Select(r => r.Resource.Name + "=" + r.Amount + (r.Unlocked ? "" : "(locked)")))}"
// );
changeCallbacks.ForEach(a =>
{
try
{
a.Invoke();
}
catch { }
});
}
}
[Serializable]
public class Inventory2 : IInventory, IDataPersistence<InventoryData>
{
private NameCallback nameCallback;
private Dictionary<string, float> items = new Dictionary<string, float>();
public Inventory2(float capacity, NameCallback nameCallback)
{
this.nameCallback = nameCallback;
_capacity = capacity;
}
public override IReadOnlyDictionary<string, float> Items => items;
private float _capacity;
public override string Name => nameCallback();
public override float Capacity
{
get { return _capacity; }
set { _capacity = value; }
}
public override string ToString()
{
return this.ToString(Environment.NewLine);
}
public string ToString(string delimiter = "\n")
{
string text = string.Join(delimiter, items);
text += delimiter + $"Занято {Load}";
if (Capacity >= 0)
text += $", свободно {Capacity - Load}";
return text;
}
public override float GetAmount(string item)
{
return items.ContainsKey(item) ? items[item] : 0;
}
protected override int DoClear()
{
var itemCount = items.Count;
items.Clear();
return itemCount;
}
protected override float DoAdd(string item, float amount, bool allowPartialAdd = false)
{
if (!allowPartialAdd && (Capacity >= 0) && (Capacity < Load + amount))
return 0;
amount = Math.Min(amount, Free);
if (items.ContainsKey(item))
items[item] += amount;
else
items[item] = amount;
return amount;
}
protected override float DoRemove(string item, float amount, bool allowPartialRemoval = false)
{
var presentAmount = GetAmount(item);
if (!allowPartialRemoval && presentAmount < amount)
return 0;
amount = Math.Min(amount, presentAmount);
items[item] -= amount;
if (items[item] == 0)
items.Remove(item);
return amount;
}
public void LoadData(InventoryData data)
{
items = data.items;
_capacity = data.capacity;
}
public void SaveData(InventoryData data)
{
data.items = new SerializableDictionary<string, float>(items);
data.capacity = _capacity;
}
public Inventory2 Clone()
{
var clone = new Inventory2(Capacity, nameCallback);
foreach (var kvp in items)
clone.items.Add(kvp.Key, kvp.Value);
return clone;
}
public void OverrideItemsFrom(Inventory2 source)
{
Clear();
foreach (var kvp in source.Items)
items.Add(kvp.Key, kvp.Value);
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 336b8a407440c5441a9570eb1b5776d0

View File

@ -0,0 +1,25 @@
using System;
using UnityEngine;
// class, not interface so Unity shows fields in Editor
public class InventoryHolder : MonoBehaviour
{
[SerializeField]
private new string name;
public readonly IInventory Inventory;
public string Name => name == null || name == "" ? gameObject.name : name;
public float Capacity;
public InventoryHolder()
{
Inventory = new Inventory2(0, () => Name);
}
void Start()
{
Inventory.Capacity = Capacity;
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b6e85c222b8627a4287c8dc63bf5cfe6

View File

@ -6,7 +6,10 @@ public class ResourceGenerator : MonoBehaviour
{
public int Interval;
public int Power = 0;
public float Power = 0;
[field: SerializeField]
public InventoryHolder TargetInventory { get; private set; }
private ResourceSource source;
private long lastTime;
@ -76,6 +79,12 @@ public class ResourceGenerator : MonoBehaviour
return;
}
if (TargetInventory.Inventory.Free == 0)
{
lastTime = time;
return;
}
// Debug.Log($"{time} - {lastTime} = {delta} since last generation");
long times = delta / Interval;
@ -89,7 +98,8 @@ public class ResourceGenerator : MonoBehaviour
private void Generate(int times)
{
// Debug.Log($"+{Power}x{times} {source.Resource.Name}");
ResourceStorage.Instance.AddResource(source.Resource, Power * times);
if (TargetInventory)
TargetInventory.Inventory.Add(source.Resource.Name, Power * times, true);
}
public float Progress

View File

@ -4,123 +4,42 @@ using System.Linq;
using UnityEngine;
using UnityEngine.UIElements;
public class StoredResource
public class ResourceRegistry
{
public Resource Resource { get; private set; }
public int Amount { get; internal set; }
public bool Unlocked { get; internal set; }
public static ResourceRegistry Instance { get; private set; }
public StoredResource(Resource resource)
private readonly List<Resource> _items = new List<Resource>();
public Resource[] Items => _items.ToArray();
public readonly Metal Metal = new Metal();
public readonly Electronics Electronics = new Electronics();
public readonly Energy Energy = new Energy();
public readonly Money Money = new Money();
static ResourceRegistry()
{
Resource = resource;
Amount = 0;
Unlocked = false;
Instance = new ResourceRegistry();
}
private ResourceRegistry()
{
RegisterResource(Metal, true);
RegisterResource(Electronics, true); // TODO lock back
RegisterResource(Energy, true); // TODO lock back
RegisterResource(Money, true); // TODO lock back
}
private void RegisterResource(Resource resource, bool unlocked = false)
{
_items.Add(resource);
}
}
public class ResourceStorage : MonoBehaviour
public class ResourceStorage : InventoryHolder
{
public static ResourceStorage Instance { get; private set; }
private Dictionary<string, StoredResource> resources = new Dictionary<string, StoredResource>();
private List<Action> changeCallbacks = new List<Action>();
public static readonly Metal Metal = new Metal();
public static readonly Electronics Electronics = new Electronics();
public static readonly Energy Energy = new Energy();
public static readonly Money Money = new Money();
public static Resource[] RegisteredResources
{
get
{
var list = new List<Resource>();
list.Add(Metal);
list.Add(Electronics);
list.Add(Energy);
list.Add(Money);
return list.ToArray();
}
}
public static Type[] RegisteredResourceTypes =>
RegisteredResources.Select(r => r.GetType()).ToArray();
public ResourceStorage()
{
AddResource(Metal, true);
AddResource(Electronics, true); // TODO lock back
AddResource(Energy, true); // TODO lock back
AddResource(Money, true); // TODO lock back
Instance = this;
}
private void AddResource(Resource resource, bool unlocked = false)
{
resources.Add(resource.Name, new StoredResource(resource) { Unlocked = unlocked });
}
public StoredResource GetResource(Resource resource)
{
return resources[resource.Name];
}
public void AddResource(Resource resource, int amount)
{
var res = GetResource(resource);
if (res != null)
{
res.Amount += amount;
InvokeOnChange();
}
}
public void RemoveResource(Resource resource, int amount)
{
var res = GetResource(resource);
if (res != null && res.Amount >= amount)
{
res.Amount -= amount;
InvokeOnChange();
}
}
public void UnlockResource(Resource resource)
{
var res = GetResource(resource);
if (res != null)
{
res.Unlocked = true;
InvokeOnChange();
}
}
private void InvokeOnChange()
{
// Debug.Log(
// $"Resources: {String.Join("; ", resources.Values.ToArray().Select(r => r.Resource.Name + "=" + r.Amount + (r.Unlocked ? "" : "(locked)")))}"
// );
changeCallbacks.ForEach(a =>
{
try
{
a.Invoke();
}
catch { }
});
}
public void RegisterOnChangeCallback(Action callback)
{
changeCallbacks.Add(callback);
}
public void UnregisterOnChangeCallback(Action callback)
{
changeCallbacks.Remove(callback);
Capacity = -1;
}
}

View File

@ -29,12 +29,12 @@ public class ResourceStorageView : MonoBehaviour
void OnEnable()
{
storage = GetComponent<ResourceStorage>();
storage.RegisterOnChangeCallback(OnStorageChange);
storage.Inventory.RegisterOnChangeCallback(OnStorageChange);
}
void OnDisable()
{
storage.UnregisterOnChangeCallback(OnStorageChange);
storage.Inventory.UnregisterOnChangeCallback(OnStorageChange);
}
private void OnStorageChange()
@ -58,15 +58,28 @@ public class ResourceStorageView : MonoBehaviour
private void UpdateVisuals()
{
UpdateSlotVisuals(metalSlot, storage.GetResource(ResourceStorage.Metal));
UpdateSlotVisuals(electronicsSlot, storage.GetResource(ResourceStorage.Electronics));
UpdateSlotVisuals(energySlot, storage.GetResource(ResourceStorage.Energy));
UpdateSlotVisuals(moneySlot, storage.GetResource(ResourceStorage.Money));
UpdateSlotVisuals(
metalSlot,
storage.Inventory.GetAmount(ResourceRegistry.Instance.Metal.Name)
);
UpdateSlotVisuals(
electronicsSlot,
storage.Inventory.GetAmount(ResourceRegistry.Instance.Electronics.Name)
);
UpdateSlotVisuals(
energySlot,
storage.Inventory.GetAmount(ResourceRegistry.Instance.Energy.Name)
);
UpdateSlotVisuals(
moneySlot,
storage.Inventory.GetAmount(ResourceRegistry.Instance.Money.Name)
);
}
private void UpdateSlotVisuals(SlotInfo slot, StoredResource resource)
private void UpdateSlotVisuals(SlotInfo slot, float amount)
{
slot.slotElement.style.display = resource.Unlocked ? DisplayStyle.Flex : DisplayStyle.None;
slot.amountLabel.text = resource.Amount.ToString();
slot.slotElement.style.display = DisplayStyle.Flex;
// slot.slotElement.style.display = resource.Unlocked ? DisplayStyle.Flex : DisplayStyle.None;
slot.amountLabel.text = amount.ToString();
}
}

View File

@ -3,7 +3,8 @@
<ui:VisualElement picking-mode="Ignore" name="Panel" style="flex-grow: 1; opacity: 1; width: 10%; position: absolute; left: auto;">
<ui:VisualElement picking-mode="Position" name="InnerPanel" style="flex-grow: 1; opacity: 1; width: 100%; position: absolute; left: -50%; bottom: 100%; font-size: 100%;">
<ui:Label text="Label" name="Title" style="-unity-text-align: middle-center; font-size: 14px;"/>
<ui:ProgressBar value="22" title="" name="Progress" style="font-size: 12px;"/>
<ui:ProgressBar value="0" title="" name="Progress" style="font-size: 12px;"/>
<ui:ProgressBar value="0" title="" name="StorageLoad" style="font-size: 12px;"/>
</ui:VisualElement>
</ui:VisualElement>
</ui:UXML>