Add Inventory system with Inventory, InventorySlot, and StatModifierItem classes; update character attributes to include level and experience

This commit is contained in:
2025-07-11 23:57:57 +02:00
parent c50b91eacb
commit 8f3a913b7e
19 changed files with 344 additions and 388 deletions

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fileFormatVersion: 2
guid: 845fc46be00c4d5896b8794c59b19bfa
timeCreated: 1752268724

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using System.Collections.Generic;
using Sirenix.Serialization;
using UnityEngine;
namespace Inventory
{
public class Inventory : MonoBehaviour
{
[OdinSerialize, SerializeField] private List<InventorySlot> weaponSlots = new();
[OdinSerialize, SerializeField] private List<InventorySlot> itemSlots = new();
public IReadOnlyList<InventorySlot> WeaponSlots => weaponSlots.AsReadOnly();
public IReadOnlyList<InventorySlot> ItemSlots => itemSlots.AsReadOnly();
public void AddWeapon(WeaponItem weaponItem)
{
foreach (var slot in weaponSlots)
{
if (slot.item == weaponItem) return;
}
weaponSlots.Add(new InventorySlot { item = weaponItem, quantity = 1 });
}
public void AddItem(ScriptableObject item)
{
foreach (var slot in itemSlots)
{
if (slot.item != item) continue;
slot.quantity++;
return;
}
itemSlots.Add(new InventorySlot { item = item, quantity = 1 });
}
public void RemoveWeapon(WeaponItem weaponItem)
{
for (var i = 0; i < weaponSlots.Count; i++)
{
if (weaponSlots[i].item != weaponItem) continue;
if (--weaponSlots[i].quantity <= 0)
{
weaponSlots.RemoveAt(i);
}
return;
}
}
public void RemoveItem(ScriptableObject item)
{
for (var i = 0; i < itemSlots.Count; i++)
{
if (itemSlots[i].item != item) continue;
if (--itemSlots[i].quantity <= 0)
{
itemSlots.RemoveAt(i);
}
return;
}
}
}
}

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fileFormatVersion: 2
guid: 9810b6967ffd4c3589464d687e982ee6
timeCreated: 1752268911

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using System;
using Sirenix.Serialization;
using UnityEngine;
namespace Inventory
{
[Serializable]
public class InventorySlot
{
[OdinSerialize] public ScriptableObject item;
[OdinSerialize] public int quantity;
}
}

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fileFormatVersion: 2
guid: 88a6fde0304145ba9f9cdd1b2782e363
timeCreated: 1752268731

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using System.Collections.Generic;
using Interfaces;
using Sirenix.OdinInspector;
using Sirenix.Serialization;
using UnityEngine;
namespace Inventory
{
[CreateAssetMenu(menuName = "Game/Item/StatModifierItem")]
public class StatModifierItem : SerializedScriptableObject
{
public string itemName;
[TextArea] public string description;
public Sprite icon;
public List<IStatModifier> cures = new();
public List<IStatModifier> curses = new();
}
}

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fileFormatVersion: 2
guid: c437a5565f39495281bf1dd14dd6ba40
timeCreated: 1752268788

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using Sirenix.Serialization;
using UnityEngine;
namespace Inventory
{
[CreateAssetMenu(menuName = "Game/Item/WeaponItem")]
public class WeaponItem : ScriptableObject
{
[OdinSerialize] public string weaponName;
[OdinSerialize, TextArea] public string description;
[OdinSerialize] public GameObject prefab;
[OdinSerialize] public Sprite icon;
}
}

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fileFormatVersion: 2
guid: efa44a330e8343c08e3af638d466c118
timeCreated: 1752268856

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@@ -1,25 +1,27 @@
using System;
using Data;
using Interfaces;
namespace Modifiers
{
[Serializable]
public class PercentStatModifier : IStatModifier
{
private float lastAppliedAmount;
public Stat Stat { get; set; }
public float Percent { get; set; }
public string Description => $"{Stat} +{Percent * 100}%";
public Stat stat;
public float percent;
public string Description => $"{stat} +{percent * 100}%";
public void Apply(CharacterAttributes attributes)
{
var baseValue = GetBaseValue<float>(attributes);
lastAppliedAmount = baseValue * Percent;
lastAppliedAmount = baseValue * percent;
var flatModifier = new FlatStatModifier
{
value = lastAppliedAmount,
stat = Stat
stat = stat
};
flatModifier.Apply(attributes);
@@ -30,7 +32,7 @@ namespace Modifiers
var flatModifier = new FlatStatModifier
{
value = -lastAppliedAmount,
stat = Stat
stat = stat
};
flatModifier.Apply(attributes);
@@ -38,7 +40,7 @@ namespace Modifiers
private T GetBaseValue<T>(CharacterAttributes attributes)
{
return Stat switch
return stat switch
{
Stat.Health => (T)(object)attributes.Health,
Stat.MaxHealth => (T)(object)attributes.MaxHealth,

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@@ -1,6 +1,7 @@
using System.Collections.Generic;
using Data;
using Interfaces;
using KBCore.Refs;
using Sirenix.Serialization;
using UnityEngine;
@@ -10,7 +11,7 @@ namespace Systems
{
[OdinSerialize] private List<IStatModifier> activeModifiers = new();
[SerializeField] private Character character;
[SerializeField, Self] private Character character;
public void EquipItem(IStatModifier modifier)
{

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@@ -1,4 +1,6 @@
using System.Collections.Generic;
using Data;
using KBCore.Refs;
using Sirenix.Serialization;
using UnityEngine;
using Weapons;
@@ -8,5 +10,57 @@ namespace Systems
public class CharacterWeaponsManager : MonoBehaviour
{
[OdinSerialize] private List<Weapon> equippedWeapons = new();
[SerializeField] private IReadOnlyList<Weapon> EquippedWeapons => equippedWeapons.AsReadOnly();
[SerializeField, Self] private Character character;
public Weapon EquipWeapon(GameObject weaponPrefab)
{
var weaponObject = Instantiate(weaponPrefab, transform);
if (weaponObject.TryGetComponent(out Weapon weapon))
{
weapon.character = character;
equippedWeapons.Add(weapon);
weapon.enabled = true;
return weapon;
}
Destroy(weaponObject);
return null;
}
public void UnequipWeapon(Weapon weapon, bool destroy = true)
{
if (!equippedWeapons.Remove(weapon)) return;
weapon.enabled = false;
if (!destroy) return;
Destroy(weapon.gameObject);
}
public void DisableAllWeapons()
{
foreach (var weapon in equippedWeapons)
{
weapon.enabled = false;
}
}
public void EnableAllWeapons()
{
foreach (var weapon in equippedWeapons)
{
weapon.enabled = true;
}
}
public void ClearWeapons()
{
foreach (var weapon in equippedWeapons)
{
Destroy(weapon.gameObject);
}
equippedWeapons.Clear();
}
}
}

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using System;
using System.Linq;
using Inventory;
using KBCore.Refs;
using UnityEngine;
using Weapons;
namespace Systems
{
public class InventoryManager : MonoBehaviour
{
[SerializeField, Self] private Inventory.Inventory inventory;
[SerializeField, Self] private CharacterModifierManager characterModifierManager;
[SerializeField, Self] private CharacterWeaponsManager characterWeaponsManager;
private void Start()
{
if (inventory == null)
{
Debug.LogError("Inventory is not assigned in InventoryManager.");
return;
}
if (characterModifierManager == null)
{
Debug.LogError("CharacterModifierManager is not assigned in InventoryManager.");
return;
}
if (characterWeaponsManager == null)
{
Debug.LogError("CharacterWeaponsManager is not assigned in InventoryManager.");
return;
}
EquipAllItems();
EquipAllWeapons();
}
public void EquipItem(StatModifierItem item)
{
inventory.AddItem(item);
foreach (var cure in item.cures) characterModifierManager.EquipItem(cure);
foreach (var curse in item.curses) characterModifierManager.EquipItem(curse);
}
public void UnequipItem(StatModifierItem item)
{
if (inventory.ItemSlots.All(slot => slot.item != item)) return;
inventory.RemoveItem(item);
foreach (var cure in item.cures) characterModifierManager.UnequipItem(cure);
foreach (var curse in item.curses) characterModifierManager.UnequipItem(curse);
}
public void EquipWeapon(WeaponItem weaponItem)
{
inventory.AddWeapon(weaponItem);
characterWeaponsManager.EquipWeapon(weaponItem.prefab);
}
public void UnequipWeapon(WeaponItem weaponItem)
{
if (inventory.WeaponSlots.All(slot => slot.item != weaponItem)) return;
inventory.RemoveWeapon(weaponItem);
weaponItem.prefab.TryGetComponent(out Weapon weapon);
characterWeaponsManager.UnequipWeapon(weapon);
}
private void EquipAllWeapons()
{
foreach (var slot in inventory.WeaponSlots)
{
EquipWeapon(slot.item as WeaponItem);
}
}
private void EquipAllItems()
{
foreach (var slot in inventory.ItemSlots)
{
EquipItem(slot.item as StatModifierItem);
}
}
}
}

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fileFormatVersion: 2
guid: 57782f9b469d49ab9f4ad6c6e1ddf844
timeCreated: 1752269055

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@@ -11,8 +11,8 @@ namespace Weapons
{
private float timer;
[SerializeField] protected Character character;
[OdinSerialize, InlineProperty] public WeaponStats weaponStats = new();
public Character character;
private void Update()
{