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