Files
OTG_3/Assets/_Scripts/Inventory.cs
T
2026-06-04 18:31:31 +03:00

218 lines
5.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
public class Inventory : MonoBehaviour
{
public List<InventorySlot> slots = new List<InventorySlot>();
public int maxSlots = 32;
public List<InventorySlot> testResources = new List<InventorySlot>();
public event Action OnInventoryChanged;
public InventorySlot GetSlot(int index)
{
if (index < 0 || index >= slots.Count)
{
return null;
}
InventorySlot slot = slots[index];
return slot == null || slot.IsEmpty() ? null : slot;
}
public bool HasItem(ItemData item, int amount)
{
if (item == null || amount <= 0)
{
return false;
}
return GetItemAmount(item) >= amount;
}
public int GetItemAmount(ItemData item)
{
if (item == null)
{
return 0;
}
int total = 0;
for (int i = 0; i < slots.Count; i++)
{
InventorySlot slot = slots[i];
if (slot != null && slot.item == item && slot.amount > 0)
{
total += slot.amount;
}
}
return total;
}
public bool AddItem(ItemData item, int amount)
{
if (!CanAddItem(item, amount))
{
return false;
}
AddItemInternal(item, amount);
RaiseChanged();
return true;
}
public bool RemoveItem(ItemData item, int amount)
{
if (item == null || amount <= 0 || !HasItem(item, amount))
{
return false;
}
int remaining = amount;
for (int i = slots.Count - 1; i >= 0 && remaining > 0; i--)
{
InventorySlot slot = slots[i];
if (slot == null || slot.item != item || slot.amount <= 0)
{
continue;
}
int removed = Mathf.Min(slot.amount, remaining);
slot.amount -= removed;
remaining -= removed;
if (slot.IsEmpty())
{
slots.RemoveAt(i);
}
}
RaiseChanged();
return true;
}
public bool RemoveFromSlot(int slotIndex, int amount)
{
InventorySlot slot = GetSlot(slotIndex);
if (slot == null || amount <= 0 || slot.amount < amount)
{
return false;
}
slot.amount -= amount;
if (slot.IsEmpty())
{
slots.RemoveAt(slotIndex);
}
RaiseChanged();
return true;
}
public void Clear()
{
slots.Clear();
RaiseChanged();
}
public void AddTestResources()
{
slots.Clear();
for (int i = 0; i < testResources.Count; i++)
{
InventorySlot resource = testResources[i];
if (resource != null && resource.item != null && resource.amount > 0)
{
AddItemInternal(resource.item, resource.amount);
}
}
RaiseChanged();
}
public string GetInventoryDebugText()
{
if (slots.Count == 0)
{
return "Инвентарь пуст";
}
StringBuilder builder = new StringBuilder();
for (int i = 0; i < slots.Count; i++)
{
InventorySlot slot = slots[i];
if (slot == null || slot.IsEmpty())
{
continue;
}
builder.AppendLine(slot.GetDisplayText());
}
return builder.ToString();
}
// Used by CraftingSystem to prevent losing ingredients when the result has no room.
public bool CanAddItem(ItemData item, int amount)
{
if (item == null || amount <= 0)
{
return false;
}
int remaining = amount;
int maxStack = Mathf.Max(1, item.maxStack);
for (int i = 0; i < slots.Count; i++)
{
InventorySlot slot = slots[i];
if (slot != null && slot.item == item && slot.amount > 0 && slot.amount < maxStack)
{
remaining -= maxStack - slot.amount;
if (remaining <= 0)
{
return true;
}
}
}
int freeSlots = Mathf.Max(0, maxSlots - slots.Count);
int requiredSlots = Mathf.CeilToInt(remaining / (float)maxStack);
return requiredSlots <= freeSlots;
}
private void AddItemInternal(ItemData item, int amount)
{
int remaining = amount;
int maxStack = Mathf.Max(1, item.maxStack);
for (int i = 0; i < slots.Count && remaining > 0; i++)
{
InventorySlot slot = slots[i];
if (slot == null || slot.item != item || slot.amount >= maxStack)
{
continue;
}
int added = Mathf.Min(maxStack - slot.amount, remaining);
slot.amount += added;
remaining -= added;
}
while (remaining > 0 && slots.Count < maxSlots)
{
int added = Mathf.Min(maxStack, remaining);
slots.Add(new InventorySlot(item, added));
remaining -= added;
}
}
private void RaiseChanged()
{
OnInventoryChanged?.Invoke();
}
}