214 lines
6.2 KiB
C#
214 lines
6.2 KiB
C#
using System;
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using System.Collections.Generic;
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using OTGIntegrated.Core;
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using OTGIntegrated.Items;
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using UnityEngine;
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namespace OTGIntegrated.Inventory
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{
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public sealed class Inventory : MonoBehaviour
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{
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[SerializeField] private int maxSlots = 20;
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[SerializeField] private List<InventorySlot> slots = new List<InventorySlot>();
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public int MaxSlots => maxSlots;
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public event Action OnInventoryChanged;
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public bool AddItem(ItemData item, int amount)
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{
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if (!CanAddItem(item, amount))
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{
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GameEvents.RaiseNotification("Недостаточно места в инвентаре");
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return false;
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}
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AddItemInternal(item, amount);
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RaiseChanged();
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GameEvents.RaiseItemAdded(item, amount);
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GameEvents.RaiseNotification($"+{amount} {item.displayName}");
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return true;
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}
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public bool RemoveItem(ItemData item, int amount)
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{
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if (item == null || amount <= 0 || !HasItem(item, amount))
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{
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return false;
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}
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int remaining = amount;
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for (int i = slots.Count - 1; i >= 0 && remaining > 0; i--)
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{
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InventorySlot slot = slots[i];
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if (slot == null || slot.item != item || slot.amount <= 0)
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{
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continue;
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}
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int removed = Mathf.Min(slot.amount, remaining);
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slot.amount -= removed;
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remaining -= removed;
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if (slot.IsEmpty())
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{
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slots.RemoveAt(i);
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}
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}
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RaiseChanged();
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GameEvents.RaiseItemRemoved(item, amount);
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return true;
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}
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public bool HasItem(ItemData item, int amount)
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{
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return item != null && amount > 0 && GetAmount(item) >= amount;
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}
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public int GetAmount(ItemData item)
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{
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if (item == null)
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{
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return 0;
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}
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int total = 0;
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for (int i = 0; i < slots.Count; i++)
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{
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InventorySlot slot = slots[i];
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if (slot != null && slot.item == item && slot.amount > 0)
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{
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total += slot.amount;
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}
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}
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return total;
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}
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public IReadOnlyList<InventorySlot> GetAllSlots()
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{
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return slots;
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}
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public void Clear()
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{
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slots.Clear();
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RaiseChanged();
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}
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public bool CanAddItem(ItemData item, int amount)
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{
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if (item == null || amount <= 0)
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{
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return false;
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}
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int remaining = amount;
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int stackSize = Mathf.Max(1, item.maxStack);
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for (int i = 0; i < slots.Count; i++)
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{
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InventorySlot slot = slots[i];
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if (slot != null && slot.item == item && slot.amount > 0 && slot.amount < stackSize)
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{
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remaining -= stackSize - slot.amount;
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if (remaining <= 0)
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{
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return true;
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}
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}
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}
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int freeSlots = Mathf.Max(0, maxSlots - slots.Count);
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int requiredSlots = Mathf.CeilToInt(remaining / (float)stackSize);
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return requiredSlots <= freeSlots;
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}
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public List<InventorySlotSaveData> SaveData()
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{
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List<InventorySlotSaveData> saveSlots = new List<InventorySlotSaveData>();
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for (int i = 0; i < slots.Count; i++)
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{
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InventorySlot slot = slots[i];
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if (slot == null || slot.IsEmpty())
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{
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continue;
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}
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saveSlots.Add(new InventorySlotSaveData
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{
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itemId = slot.item.itemId,
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amount = slot.amount
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});
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}
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return saveSlots;
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}
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public void LoadData(List<InventorySlotSaveData> saveSlots, IEnumerable<ItemData> itemCatalog)
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{
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slots.Clear();
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Dictionary<string, ItemData> lookup = new Dictionary<string, ItemData>(StringComparer.Ordinal);
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if (itemCatalog != null)
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{
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foreach (ItemData item in itemCatalog)
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{
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if (item != null && !string.IsNullOrWhiteSpace(item.itemId))
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{
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lookup[item.itemId] = item;
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}
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}
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}
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if (saveSlots != null)
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{
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for (int i = 0; i < saveSlots.Count; i++)
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{
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InventorySlotSaveData slot = saveSlots[i];
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if (slot == null || string.IsNullOrWhiteSpace(slot.itemId) || slot.amount <= 0)
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{
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continue;
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}
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if (lookup.TryGetValue(slot.itemId, out ItemData item))
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{
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AddItemInternal(item, slot.amount);
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}
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}
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}
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RaiseChanged();
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}
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private void AddItemInternal(ItemData item, int amount)
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{
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int remaining = amount;
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int stackSize = Mathf.Max(1, item.maxStack);
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for (int i = 0; i < slots.Count && remaining > 0; i++)
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{
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InventorySlot slot = slots[i];
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if (slot == null || slot.item != item || slot.amount >= stackSize)
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{
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continue;
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}
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int added = Mathf.Min(stackSize - slot.amount, remaining);
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slot.amount += added;
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remaining -= added;
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}
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while (remaining > 0 && slots.Count < maxSlots)
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{
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int added = Mathf.Min(stackSize, remaining);
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slots.Add(new InventorySlot(item, added));
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remaining -= added;
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}
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}
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private void RaiseChanged()
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{
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OnInventoryChanged?.Invoke();
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}
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}
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}
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