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using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "Major Project/Inventory", order = 150)]
public class Inventory : ScriptableObject
{
public List<Data> BagItems { get { if (_bagItems == null) _bagItems = new List<Data>(); return _bagItems; } }
[SerializeField]
protected List<Data> _bagItems = new List<Data>();
public System.Action OnItemsUpdated;
public void Add(LogicBlock element,int count = 1, bool isInfinit = false)
{
Data data = new Data {
element = element,
Count = count,
isInfinit = isInfinit };
Add(data);
}
public void Add(Data data)
{
if (_bagItems.Contains(data))
{
Data bagData = BagItems.Find(p => p.Equals(data));
bagData.Count += data.Count;
bagData.isInfinit = (data.isInfinit || bagData.isInfinit);
}
else
_bagItems.Add(data);
OnItemsUpdated?.Invoke();
}
public void Remove(LogicBlock element) {
if (!_bagItems.Exists(p => p.element == element))
return;
Data data = _bagItems.First(p => p.element == element);
if (!data.isInfinit)
data.Count--;
OnItemsUpdated?.Invoke();
}
public void Reset()
{
_bagItems = new List<Data>();
OnItemsUpdated = null;
}
public void SetItems(Data[] bagItems)
{
_bagItems = new List<Data>(bagItems);
OnItemsUpdated?.Invoke();
}
public static Inventory Clone(Inventory copy)
{
Inventory retVal = ScriptableObject.CreateInstance<Inventory>();
retVal._bagItems = new List<Data>(copy._bagItems);
return retVal;
}
[System.Serializable]
public class Data
{
public LogicBlock element;
public int Count;
public bool isInfinit = false;
}
}