Merge remote-tracking branch 'origin/feat/inport-props' into feat/craft-discovery
# Conflicts: # Assets/External/Animated PBR Chest Demo/Materials/WoodChest.mat # Packages/com.distantlands.cozy.core/Content/Integration/Import for BiRP.unitypackage.meta # Packages/com.distantlands.cozy.core/Content/Integration/Import for HDRP.unitypackage.meta # Packages/com.distantlands.cozy.core/Content/Integration/Import for URP.unitypackage.meta
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@@ -59,6 +59,7 @@ namespace Ashwild.UI
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private class PendingNotification
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{
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public bool isDiscovery;
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public bool isMessage;
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public ItemData item;
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public int signedQuantity;
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public Sprite icon;
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@@ -71,6 +72,7 @@ namespace Ashwild.UI
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PlayerEvents.ItemDropped += OnItemDropped;
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PlayerEvents.ItemConsumed += OnItemConsumed;
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PlayerEvents.RecipeDiscovered += OnRecipeDiscovered;
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PlayerEvents.InteractionRefused += OnInteractionRefused;
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PlayerEvents.FoodPlacedToCook += OnItemSpent;
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PlayerEvents.FuelAdded += OnItemSpent;
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}
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@@ -81,6 +83,7 @@ namespace Ashwild.UI
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PlayerEvents.ItemDropped -= OnItemDropped;
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PlayerEvents.ItemConsumed -= OnItemConsumed;
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PlayerEvents.RecipeDiscovered -= OnRecipeDiscovered;
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PlayerEvents.InteractionRefused -= OnInteractionRefused;
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PlayerEvents.FoodPlacedToCook -= OnItemSpent;
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PlayerEvents.FuelAdded -= OnItemSpent;
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}
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@@ -98,6 +101,7 @@ namespace Ashwild.UI
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private void OnItemDropped(ItemData item, int quantity) => Push(item, -quantity);
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private void OnItemConsumed(ItemData item) => Push(item, -1);
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private void OnRecipeDiscovered(Sprite icon, string recipeName) => PushDiscovery(icon, recipeName);
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private void OnInteractionRefused(string reason) => PushMessage(reason);
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// Food placed on a cooking station or fuel fed to it both leave the inventory by one.
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private void OnItemSpent(ItemData item) => Push(item, -1);
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@@ -146,6 +150,33 @@ namespace Ashwild.UI
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Enqueue(new PendingNotification { isDiscovery = true, icon = icon, label = recipeName });
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}
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/// <summary>
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/// Enqueues a plain message telling the player why an interaction gave them nothing ("Inventory
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/// full"). Collapses onto an identical message that is still on screen — spamming the interact key
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/// against a full inventory must refresh one line, not stack ten of them — and is tinted with the
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/// loss colour, since it always reports something the player did not get.
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/// </summary>
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private void PushMessage(string message)
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{
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if (string.IsNullOrEmpty(message)) return;
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activeNotifications.RemoveAll(n => n == null);
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for (int i = 0; i < activeNotifications.Count; i++)
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{
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if (activeNotifications[i] != null && activeNotifications[i].Message == message)
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{
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activeNotifications[i].RefreshMessage(displayDuration);
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return;
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}
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}
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foreach (PendingNotification pending in pendingQueue)
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if (pending.isMessage && pending.label == message) return;
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Enqueue(new PendingNotification { isMessage = true, label = message });
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}
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/// <summary>
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/// Adds a pending notification to the queue, dropping the oldest waiting one when the queue is
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/// full so the most recent notifications are never lost.
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@@ -189,7 +220,9 @@ namespace Ashwild.UI
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RectTransform rt = notification.RectTransform;
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rt.anchoredPosition = new Vector2(0f, targetY - 30f);
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if (pending.isDiscovery)
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if (pending.isMessage)
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notification.InitializeMessage(pending.label, lossColor, displayDuration, slideInDuration);
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else if (pending.isDiscovery)
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notification.InitializeDiscovery(pending.icon, pending.label, discoveryLabel, discoveryColor, displayDuration, slideInDuration);
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else
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notification.Initialize(pending.item, pending.signedQuantity, pending.signedQuantity > 0 ? gainColor : lossColor, displayDuration, slideInDuration, slideInEase);
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