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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@@ -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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@@ -0,0 +1,86 @@
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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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 57782f9b469d49ab9f4ad6c6e1ddf844
timeCreated: 1752269055