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 allPhysicalItems = new List(); 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(); if (itemData == null) { Debug.LogError("Tried to add object without ItemData to inventory!"); return; } List reflowedItems = new List(); 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(); if (rb != null) Destroy(rb); Collider[] colliders = itemObj.GetComponentsInChildren(); 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 occupiedCoords = new List(); // 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; } }