From ef45838c22c4d9c92010cee60560c7df1a23263d Mon Sep 17 00:00:00 2001 From: nlevin6 Date: Sat, 29 Mar 2025 21:40:27 -0400 Subject: [PATCH] clean up code --- Assets/Scripts/Inventory.cs | 9 +-------- Assets/Scripts/InventoryUI.cs | 17 +++++------------ Assets/Scripts/PickUpKeyCard.cs | 14 ++++---------- 3 files changed, 10 insertions(+), 30 deletions(-) diff --git a/Assets/Scripts/Inventory.cs b/Assets/Scripts/Inventory.cs index 5ffbe7b5..656a3245 100644 --- a/Assets/Scripts/Inventory.cs +++ b/Assets/Scripts/Inventory.cs @@ -3,8 +3,7 @@ using System.Collections.Generic; public class Inventory : MonoBehaviour { - // A fixed array of 10 slots - [Header("Exactly 10 Slots")] + [Header("10 Inventory Slots")] public Item[] slots = new Item[10]; public int currentSlot = 0; @@ -25,9 +24,6 @@ public class Inventory : MonoBehaviour } } - /// - /// Adds an item to the first available slot (if any). - /// public void AddItem(Item newItem) { for (int i = 0; i < slots.Length; i++) @@ -38,8 +34,6 @@ public class Inventory : MonoBehaviour break; } } - // Optional: if no item is equipped yet, equip slot 0, etc. - // if (currentSpawnedItem == null) EquipSlot(0); } private void SelectNextSlot() @@ -47,7 +41,6 @@ public class Inventory : MonoBehaviour currentSlot = (currentSlot + 1) % slots.Length; EquipSlot(currentSlot); - // Force the UI to re-check which slot is active var ui = FindObjectOfType(); if (ui != null) { diff --git a/Assets/Scripts/InventoryUI.cs b/Assets/Scripts/InventoryUI.cs index d1fefd91..73362da1 100644 --- a/Assets/Scripts/InventoryUI.cs +++ b/Assets/Scripts/InventoryUI.cs @@ -3,10 +3,8 @@ using UnityEngine.UI; public class InventoryUI : MonoBehaviour { - [SerializeField] private Image[] slotImages; // 10 UI Images - [SerializeField] private Inventory inventory; // The fixed-slot Inventory - - // These let you pick highlight/normal colors in the Inspector + [SerializeField] private Image[] slotImages; + [SerializeField] private Inventory inventory; [SerializeField] private Color normalColor = Color.white; [SerializeField] private Color highlightColor = Color.yellow; @@ -28,31 +26,26 @@ public class InventoryUI : MonoBehaviour else { slotImages[i].sprite = null; - slotImages[i].color = new Color(1,1,1,0); // or Color.clear + slotImages[i].color = new Color(1, 1, 1, 0); } } - HighlightSlot(inventory.currentSlot); // after we set sprites, highlight the active slot + HighlightSlot(inventory.currentSlot); } private void HighlightSlot(int slotIndex) { - // Make sure it's a valid index if (slotIndex < 0 || slotIndex >= slotImages.Length) return; - // Set all slots to normal color for (int i = 0; i < slotImages.Length; i++) { - // If the slot is empty, you might want to leave it "clear" - // but let's just do normalColor for demonstration: if (slotImages[i].sprite == null) - slotImages[i].color = new Color(1,1,1,0); // keep empty slot invisible + slotImages[i].color = new Color(1, 1, 1, 0); else slotImages[i].color = normalColor; } - // Now highlight the active slot slotImages[slotIndex].color = highlightColor; } } diff --git a/Assets/Scripts/PickUpKeyCard.cs b/Assets/Scripts/PickUpKeyCard.cs index 5f7102ad..1ecdbe91 100644 --- a/Assets/Scripts/PickUpKeyCard.cs +++ b/Assets/Scripts/PickUpKeyCard.cs @@ -7,11 +7,11 @@ public class PickUpKeyCard : MonoBehaviour private Outline outline; [SerializeField] private Animator objectAnimator; - [SerializeField] private string animationName = "PickupAnimation"; + [SerializeField] private string animationName = "PickupAnimation"; [SerializeField] private AudioClip pickupSound = null; [SerializeField] private string keyCardName = "Deck D key card"; - [SerializeField] private KeyCardPlayer keyCardPlayer = null; + [SerializeField] private KeyCardPlayer keyCardPlayer = null; [SerializeField] private float interactionDistance = 5.0f; [SerializeField] private Item keyCardItem; @@ -48,22 +48,18 @@ public class PickUpKeyCard : MonoBehaviour { isPickedUp = true; - // Mark key card as picked up in your custom script if (keyCardPlayer != null) keyCardPlayer.hasKeyCard = true; - // Add the keycard to player's inventory if (playerInventory != null && keyCardItem != null) { playerInventory.AddItem(keyCardItem); - gameObject.SetActive(false); - // Refresh the UI InventoryUI inventoryUI = FindObjectOfType(); if (inventoryUI != null) - { inventoryUI.RefreshUI(); - } + + Destroy(gameObject); } if (outline != null) @@ -72,11 +68,9 @@ public class PickUpKeyCard : MonoBehaviour if (interactionPrompt != null) interactionPrompt.enabled = false; - // Play pickup animation if (objectAnimator != null) objectAnimator.Play(animationName, 0, 0.0f); - // Play sound if (pickupSound != null) SoundFXManager.instance.PlaySound(pickupSound, transform, 1.5f); }