AliAch commited on
Commit
d559735
·
1 Parent(s): 4585a6e
Assets/Prefabs/objTstOrient1.fbx ADDED
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Assets/Prefabs/objTstOrient1.fbx.meta ADDED
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Assets/Scenes/SampleScene.unity CHANGED
The diff for this file is too large to render. See raw diff
 
Assets/Scripts/Inventory/InventoryManager.cs CHANGED
@@ -12,7 +12,7 @@ public class InventoryManager : MonoBehaviour
12
  public int depthCount = 3; // Depth into the bag
13
 
14
  [Header("Grid Settings (Visual)")]
15
- public Vector3 gridOffset = new Vector3(0f, 0.9f, 0.35f);
16
  public Vector3 gridScale = new Vector3(1.75f, 1.75f, 1f);
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  public float cellSize = 0.15f;
18
  public float gridSpacing = 0.05f;
@@ -140,7 +140,7 @@ public class InventoryManager : MonoBehaviour
140
  foreach (var col in colliders) col.enabled = false;
141
 
142
  // 4. Scale: intentionally left at Vector3.one (set in step 2). Items keep their true
143
- // authored world size a footprint of N slots should measure exactly N * cellSize,
144
  // never be scaled up/down to visually "fit". Only rotation (swap state) and position
145
  // (grid slot) change.
146
 
@@ -156,17 +156,20 @@ public class InventoryManager : MonoBehaviour
156
 
157
  itemObj.transform.localPosition = new Vector3(xPos, yPos, zPos);
158
 
159
- // 6. Rotation based on swapState
 
 
 
160
  switch (itemData.swapState)
161
  {
162
  case 0:
163
  itemObj.transform.localRotation = Quaternion.Euler(0, 0, 0);
164
  break;
165
  case 1:
166
- itemObj.transform.localRotation = Quaternion.Euler(0, 0, 90f);
167
  break;
168
  case 2:
169
- itemObj.transform.localRotation = Quaternion.Euler(0, 90f, 0);
170
  break;
171
  }
172
  }
 
12
  public int depthCount = 3; // Depth into the bag
13
 
14
  [Header("Grid Settings (Visual)")]
15
+ public Vector3 gridOffset = new Vector3(0f, 0.25f, 0.35f);
16
  public Vector3 gridScale = new Vector3(1.75f, 1.75f, 1f);
17
  public float cellSize = 0.15f;
18
  public float gridSpacing = 0.05f;
 
140
  foreach (var col in colliders) col.enabled = false;
141
 
142
  // 4. Scale: intentionally left at Vector3.one (set in step 2). Items keep their true
143
+ // authored world size - a footprint of N slots should measure exactly N * cellSize,
144
  // never be scaled up/down to visually "fit". Only rotation (swap state) and position
145
  // (grid slot) change.
146
 
 
156
 
157
  itemObj.transform.localPosition = new Vector3(xPos, yPos, zPos);
158
 
159
+ // 6. Rotation based on swapState.
160
+ // Model convention: Z = face axis, Y = up axis, X = side axis.
161
+ // State1 (bulk moves onto X / horizontal): roll -90 deg around Z.
162
+ // State2 (bulk moves onto Z / depth): pitch -90 deg around X.
163
  switch (itemData.swapState)
164
  {
165
  case 0:
166
  itemObj.transform.localRotation = Quaternion.Euler(0, 0, 0);
167
  break;
168
  case 1:
169
+ itemObj.transform.localRotation = Quaternion.Euler(0, 0, -90f);
170
  break;
171
  case 2:
172
+ itemObj.transform.localRotation = Quaternion.Euler(-90f, 0, 0);
173
  break;
174
  }
175
  }
Assets/Scripts/Inventory/Inventoryplacer.cs CHANGED
@@ -54,30 +54,25 @@ public class InventoryPlacer
54
  if (hasExisting)
55
  {
56
  ItemData lastCopy = existingStack[existingStack.Count - 1];
57
-
58
- // Only worth locking lastCopy to State2 if that lock could actually create usable room
59
- // for the new duplicate (beneath or behind). If not - e.g. depth is fully exhausted and
60
- // the freed Y-space wouldn't be reachable either - leave lastCopy exactly as it is and
61
- // go straight to a fresh search. Locking with no payoff just needlessly rotates an item
62
- // that will never receive a neighbor.
63
- if (WouldLockingCreateUsableRoom(lastCopy, item))
 
 
 
 
 
64
  {
65
- bool wasAlreadyLocked = lastCopy.swapState == 2;
66
-
67
- if (LockLastCopyAtStateTwo(lastCopy))
68
- {
69
- if (!wasAlreadyLocked) reflowed?.Add(lastCopy);
70
-
71
- if (TryPlaceBeneathLockedCopy(lastCopy, item) || TryPlaceBehindStack(lastCopy, item))
72
- {
73
- RegisterPlacement(item);
74
- return true;
75
- }
76
- }
77
-
78
- // Either lastCopy couldn't lock at state 2 here, or there's no room beneath/behind it -
79
- // this duplicate can't stack against lastCopy. Fall back to a fully fresh search below.
80
  }
 
 
 
81
  }
82
 
83
  if (TryPlaceFresh(item))
@@ -89,53 +84,6 @@ public class InventoryPlacer
89
  return false;
90
  }
91
 
92
- /// <summary>
93
- /// Lookahead check: would locking lastCopy to State2 (or leaving it, if already locked) actually
94
- /// open up room for newItem, either beneath it in the same column or behind it in another Z lane?
95
- /// Does NOT mutate the grid - simulates the post-lock footprint/position mathematically.
96
- /// Prevents needlessly rotating lastCopy into State2 when there's no depth left to exploit it.
97
- /// </summary>
98
- private bool WouldLockingCreateUsableRoom(ItemData lastCopy, ItemData newItem)
99
- {
100
- Vector3Int lockedOrigin = lastCopy.gridPosition;
101
- Vector3Int lockedFootprint = lastCopy.swapState == 2 ? lastCopy.currentFootprint : lastCopy.FootprintAtState(2);
102
-
103
- int lineIndex = lockedOrigin.x;
104
- int depthLane = lockedOrigin.z;
105
- int startY = lockedOrigin.y + lockedFootprint.y;
106
-
107
- // Room beneath, in the same column/lane?
108
- if (CanFitAnyStateAtColumn(newItem, lineIndex, depthLane, startY, grid.rowCount))
109
- return true;
110
-
111
- // Room behind, in any other Z lane available to this itemID?
112
- for (int z = 1; z < grid.depthCount; z++)
113
- {
114
- if (!grid.DepthLaneAvailableFor(lineIndex, z, newItem.itemID)) continue;
115
- if (CanFitAnyStateAtColumn(newItem, lineIndex, z, 0, grid.rowCount))
116
- return true;
117
- }
118
-
119
- return false;
120
- }
121
-
122
- /// <summary>Read-only version of TryStatesAtColumn's search - checks fit without occupying.</summary>
123
- private bool CanFitAnyStateAtColumn(ItemData item, int x, int z, int startY, int rowLimit)
124
- {
125
- bool cube = IsCube(item);
126
- for (int y = startY; y < rowLimit; y++)
127
- {
128
- int maxState = cube ? 0 : 2;
129
- for (int state = 0; state <= maxState; state++)
130
- {
131
- Vector3Int footprint = item.FootprintAtState(state);
132
- if (grid.IsRegionFreeForItem(new Vector3Int(x, y, z), footprint, item.itemID))
133
- return true;
134
- }
135
- }
136
- return false;
137
- }
138
-
139
  /// <summary>Removes an item from the grid and placement bookkeeping (e.g. item dropped/consumed).</summary>
140
  public void Remove(ItemData item)
141
  {
 
54
  if (hasExisting)
55
  {
56
  ItemData lastCopy = existingStack[existingStack.Count - 1];
57
+ bool wasAlreadyLocked = lastCopy.swapState == 2;
58
+
59
+ // Try to lock lastCopy to State2 - this is what USUALLY frees the most room (shrinks its
60
+ // Y footprint, banking the freed space into depth). But locking can legitimately fail
61
+ // (e.g. its State2 footprint would run out of depth bounds) - in that case lastCopy simply
62
+ // stays exactly as it already sits, and we still try to slot the duplicate in beneath/behind
63
+ // it using whatever footprint it currently has. Locking is an optimization, not a
64
+ // precondition - the duplicate can still find room next to an unlocked lastCopy.
65
+ bool locked = LockLastCopyAtStateTwo(lastCopy);
66
+ if (locked && !wasAlreadyLocked) reflowed?.Add(lastCopy);
67
+
68
+ if (TryPlaceBeneathLockedCopy(lastCopy, item) || TryPlaceBehindStack(lastCopy, item))
69
  {
70
+ RegisterPlacement(item);
71
+ return true;
 
 
 
 
 
 
 
 
 
 
 
 
 
72
  }
73
+
74
+ // No room beneath or behind lastCopy in whatever state it ended up in - this duplicate
75
+ // can't stack against lastCopy. Fall back to a fully fresh search below.
76
  }
77
 
78
  if (TryPlaceFresh(item))
 
84
  return false;
85
  }
86
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
87
  /// <summary>Removes an item from the grid and placement bookkeeping (e.g. item dropped/consumed).</summary>
88
  public void Remove(ItemData item)
89
  {