my-unity-assets / Assets /Scripts /Inventory /InventoryManager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InventoryManager : MonoBehaviour
{
public static InventoryManager instance;
[Header("Grid Dimensions (Math)")]
public int lineCount = 6; // Width
public int rowCount = 4; // Height
public int depthCount = 3; // Depth into the bag
[Header("Grid Settings (Visual)")]
public Vector3 gridOffset = new Vector3(0f, 0.25f, 0.35f);
public Vector3 gridScale = new Vector3(1.75f, 1.75f, 1f);
public float cellSize = 0.15f;
public float gridSpacing = 0.05f;
[Header("Camera Settings")]
public Transform playerCamera;
public MonoBehaviour cameraLookScript; // Generic to fit your look script
public float transitionSpeed = 0.4f;
[Header("3D Backpack Settings")]
public GameObject backpackPrefab;
public Transform backpackRestPoint;
public Transform inventoryLookTarget;
public Vector3 backpackRotationOffset = new Vector3(0, 180, 0);
public GameObject inventoryScreenUI;
// Internal State
private GameObject cachedBackpackObj;
private GameObject gridContainer; // generate via code
private bool isInventoryOpen = false;
private bool isTransitioning = false;
private Quaternion originalCameraLocalRot;
// Grid Math Systems
private InventoryGrid3D grid3D;
private InventoryPlacer placer;
private List<ItemData> allPhysicalItems = new List<ItemData>();
private void Awake()
{
instance = this;
// Initialize your new Grid and Placer math system
grid3D = new InventoryGrid3D(lineCount, rowCount, depthCount);
placer = new InventoryPlacer(grid3D);
}
private void Start()
{
// 1. Spawn the Backpack
cachedBackpackObj = Instantiate(backpackPrefab, backpackRestPoint.position, backpackRestPoint.rotation, backpackRestPoint);
// 2. Automatically create the Grid Container INSIDE the backpack
gridContainer = new GameObject("Inventory3DGrid");
gridContainer.transform.SetParent(cachedBackpackObj.transform);
gridContainer.transform.localPosition = gridOffset;
gridContainer.transform.localRotation = Quaternion.identity;
gridContainer.transform.localScale = gridScale;
// Hide at start
cachedBackpackObj.SetActive(false);
if (inventoryScreenUI != null) inventoryScreenUI.SetActive(false);
}
private void Update()
{
// Handle Tab Key to open/close
if (Input.GetKeyDown(KeyCode.Tab) && !isTransitioning)
{
if (PickUpScript.instance != null && PickUpScript.instance.heldObj != null) return;
if (isInventoryOpen) CloseInventory();
else OpenInventory();
}
}
public void AddToInventory(GameObject itemObj)
{
ItemData itemData = itemObj.GetComponent<ItemData>();
if (itemData == null)
{
Debug.LogError("Tried to add object without ItemData to inventory!");
return;
}
List<ItemData> reflowedItems = new List<ItemData>();
if (placer.TryPlace(itemData, reflowedItems))
{
if (!allPhysicalItems.Contains(itemData))
{
allPhysicalItems.Add(itemData);
}
UpdateItemVisuals(itemData);
// --- PRINT DETAILED LOG TO CONSOLE ---
LogItemPlacement(itemData);
// If duplicate stacking caused an older copy to reflow/rotate, update its visuals and log it
if (reflowedItems != null)
{
foreach (ItemData reflowed in reflowedItems)
{
UpdateItemVisuals(reflowed);
Debug.Log($"[Reflowed Stack Item] '{reflowed.itemID}' locked to Swap State 2 at [{reflowed.gridPosition.x},{reflowed.gridPosition.y},{reflowed.gridPosition.z}]");
}
}
}
else
{
Debug.LogWarning($"[Inventory] No room left for {itemObj.name} or it is too big!");
}
}
private void UpdateItemVisuals(ItemData itemData)
{
GameObject itemObj = itemData.gameObject;
// 1. Ensure active & parented to grid
itemObj.SetActive(true);
itemObj.transform.SetParent(gridContainer.transform);
// 2. Reset transforms for accurate bounds calculations
itemObj.transform.localScale = Vector3.one;
itemObj.transform.localRotation = Quaternion.identity;
// 3. Strip Physics
Rigidbody rb = itemObj.GetComponent<Rigidbody>();
if (rb != null) Destroy(rb);
Collider[] colliders = itemObj.GetComponentsInChildren<Collider>();
foreach (var col in colliders) col.enabled = false;
// 4. Scale: intentionally left at Vector3.one (set in step 2). Items keep their true
// authored world size - a footprint of N slots should measure exactly N * cellSize,
// never be scaled up/down to visually "fit". Only rotation (swap state) and position
// (grid slot) change.
// 5. Grid Position Calculations (Synchronized with 180� camera view)
// X: Negated so Index 0 starts on Screen Left -> fills Screen Right
float xPos = -((itemData.gridPosition.x - (lineCount / 2f) + (itemData.currentFootprint.x / 2f)) * (cellSize + gridSpacing));
// Y: Negated so Index 0 starts at Screen Top -> stacks Downward
float yPos = -(itemData.gridPosition.y + (itemData.currentFootprint.y / 2f)) * (cellSize + gridSpacing);
// Z: Z=0 is at local 0 (Front/Top Layer). Higher Z values move deeper into bag (-Z)
float zPos = -itemData.gridPosition.z * (cellSize + gridSpacing);
itemObj.transform.localPosition = new Vector3(xPos, yPos, zPos);
// 6. Rotation based on swapState.
// Model convention: Z = face axis, Y = up axis, X = side axis.
// State1 (bulk moves onto X / horizontal): roll -90 deg around Z.
// State2 (bulk moves onto Z / depth): pitch -90 deg around X.
switch (itemData.swapState)
{
case 0:
itemObj.transform.localRotation = Quaternion.Euler(0, 0, 0);
break;
case 1:
itemObj.transform.localRotation = Quaternion.Euler(0, 0, -90f);
break;
case 2:
itemObj.transform.localRotation = Quaternion.Euler(-90f, 0, 0);
break;
}
}
private void LogItemPlacement(ItemData itemData)
{
// Total cells occupied by the 3D volume
int totalSlots = itemData.currentFootprint.x * itemData.currentFootprint.y * itemData.currentFootprint.z;
List<string> occupiedCoords = new List<string>();
// Iterate through every cell occupied by the item's footprint
for (int y = itemData.gridPosition.y; y < itemData.gridPosition.y + itemData.currentFootprint.y; y++)
{
for (int x = itemData.gridPosition.x; x < itemData.gridPosition.x + itemData.currentFootprint.x; x++)
{
for (int z = itemData.gridPosition.z; z < itemData.gridPosition.z + itemData.currentFootprint.z; z++)
{
occupiedCoords.Add($"[{x},{y},{z}]");
}
}
}
string coordsString = string.Join("; ", occupiedCoords);
// Format the console output
string logMessage = $"Item name : '{itemData.itemID}',\n" +
$"Slots : ({totalSlots}),\n" +
$"Taken coords : {coordsString},\n" +
$"Current Size : ({itemData.currentFootprint.x},{itemData.currentFootprint.y},{itemData.currentFootprint.z}) (Swap State: {itemData.swapState})";
Debug.Log(logMessage);
}
// --- ANIMATION & TRANSITION LOGIC ---
private void OpenInventory()
{
isInventoryOpen = true;
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
originalCameraLocalRot = playerCamera.localRotation;
if (cameraLookScript != null) cameraLookScript.enabled = false;
StartCoroutine(TransitionInventory(true));
}
private void CloseInventory()
{
isInventoryOpen = false;
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
StartCoroutine(TransitionInventory(false));
}
private void OnDrawGizmos()
{
if (gridContainer == null) return;
Gizmos.matrix = gridContainer.transform.localToWorldMatrix;
Color[] depthColors = new Color[]
{
new Color(0f, 1f, 0f, 0.8f), // Z=0 : Green (Front / Top Depth Level)
new Color(0f, 1f, 1f, 0.7f), // Z=1 : Cyan
new Color(1f, 0.92f, 0f, 0.7f), // Z=2 : Yellow
new Color(1f, 0f, 1f, 0.7f), // Z=3 : Magenta
new Color(1f, 0f, 0f, 0.7f) // Z=4+: Red
};
for (int z = 0; z < depthCount; z++)
{
Gizmos.color = depthColors[Mathf.Min(z, depthColors.Length - 1)];
for (int y = 0; y < rowCount; y++)
{
for (int x = 0; x < lineCount; x++)
{
float xPos = -((x - (lineCount / 2f) + 0.5f) * (cellSize + gridSpacing));
float yPos = -(y + 0.5f) * (cellSize + gridSpacing);
float zPos = -z * (cellSize + gridSpacing);
Vector3 cellCenter = new Vector3(xPos, yPos, zPos);
Vector3 baseSize = new Vector3(cellSize, cellSize, cellSize);
// --- THICK BORDER TRICK ---
// Drawing multiple passes slightly scaled creates bold, thick wireframes
Gizmos.DrawWireCube(cellCenter, baseSize);
Gizmos.DrawWireCube(cellCenter, baseSize * 1.02f);
Gizmos.DrawWireCube(cellCenter, baseSize * 0.98f);
}
}
}
}
private IEnumerator TransitionInventory(bool opening)
{
isTransitioning = true;
float timeElapsed = 0f;
Quaternion startCamRot = playerCamera.rotation;
Vector3 directionToTarget = inventoryLookTarget.position - playerCamera.position;
Quaternion targetCamRot = opening ? Quaternion.LookRotation(directionToTarget) : playerCamera.parent.rotation * originalCameraLocalRot;
Vector3 startModelPos = cachedBackpackObj.transform.position;
Quaternion startModelRot = cachedBackpackObj.transform.rotation;
Quaternion openRotation = targetCamRot * Quaternion.Euler(backpackRotationOffset);
Vector3 targetModelPos = opening ? inventoryLookTarget.position : backpackRestPoint.position;
Quaternion targetModelRot = opening ? openRotation : backpackRestPoint.rotation;
if (opening)
{
cachedBackpackObj.SetActive(true);
if (inventoryScreenUI != null) inventoryScreenUI.SetActive(true);
}
else
{
if (inventoryScreenUI != null) inventoryScreenUI.SetActive(false);
}
while (timeElapsed < transitionSpeed)
{
timeElapsed += Time.deltaTime;
float t = timeElapsed / transitionSpeed;
t = t * t * (3f - 2f * t); // Smooth easing
playerCamera.rotation = Quaternion.Slerp(startCamRot, targetCamRot, t);
cachedBackpackObj.transform.position = Vector3.Lerp(startModelPos, targetModelPos, t);
cachedBackpackObj.transform.rotation = Quaternion.Slerp(startModelRot, targetModelRot, t);
yield return null;
}
playerCamera.rotation = targetCamRot;
cachedBackpackObj.transform.position = targetModelPos;
cachedBackpackObj.transform.rotation = targetModelRot;
if (!opening)
{
cachedBackpackObj.SetActive(false);
playerCamera.localRotation = originalCameraLocalRot;
if (cameraLookScript != null) cameraLookScript.enabled = true;
}
isTransitioning = false;
}
}