From faa061cced5bbdcc70eebb8cecb5bb2450a31508 Mon Sep 17 00:00:00 2001 From: Mathew Date: Thu, 9 Jul 2026 17:44:52 +0200 Subject: [PATCH] (Feat) add crafting discovery + notification + inventory tool tips --- Assets/GAME/Prefabs/Player/Player.prefab | 17 + .../GAME/Prefabs/UI/IngredientSlotUI.prefab | 92 +- .../GAME/Prefabs/UI/NotificationItemUI.prefab | 2 +- Assets/GAME/Prefabs/UI/Player_Canvas.prefab | 1314 ++++++++++++++++- Assets/GAME/Scenes/Dev Scene/Dev Scene.unity | 100 -- Assets/GAME/Script/Crafting/CraftDiscovery.cs | 119 ++ .../Script/Crafting/CraftDiscovery.cs.meta | 2 + .../GAME/Script/Crafting/CraftingManager.cs | 93 +- Assets/GAME/Script/Crafting/CraftingUI.cs | 34 +- .../GAME/Script/Crafting/IngredientSlotUI.cs | 24 + Assets/GAME/Script/Inventory/HotbarUI.cs | 40 +- .../Script/Inventory/HoverDescriptionUI.cs | 110 ++ .../Inventory/HoverDescriptionUI.cs.meta | 2 + Assets/GAME/Script/Inventory/InventoryUI.cs | 41 +- .../Script/Inventory/ItemDescriptionView.cs | 43 + .../Inventory/ItemDescriptionView.cs.meta | 2 + Assets/GAME/Script/Inventory/SlotUI.cs | 27 +- .../GAME/Script/Player/Events/PlayerEvents.cs | 4 + Assets/GAME/Script/UI/NotificationItemUI.cs | 32 + Assets/GAME/Script/UI/NotificationUI.cs | 34 +- Assets/GAME/{Images.meta => Sprites.meta} | 0 Assets/GAME/{Images => Sprites}/Box.png | Bin Assets/GAME/{Images => Sprites}/Box.png.meta | 0 Assets/GAME/{Images => Sprites}/Build.meta | 0 .../Build/Animated PBR Chest _Wood_Demo.png | Bin .../Animated PBR Chest _Wood_Demo.png.meta | 0 .../GAME/{Images => Sprites}/Build/Door.png | Bin .../{Images => Sprites}/Build/Door.png.meta | 0 .../Build/Foundation_Stairs_Prefab.png | Bin .../Build/Foundation_Stairs_Prefab.png.meta | 0 .../{Images => Sprites}/Build/Wall_Prefab.png | Bin .../Build/Wall_Prefab.png.meta | 0 .../Build/WoodCelling_Prefab.png | Bin .../Build/WoodCelling_Prefab.png.meta | 0 .../Build/WoodWallDoor_Prefab.png | Bin .../Build/WoodWallDoor_Prefab.png.meta | 0 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.../Import for URP.unitypackage.meta | 7 - 454 files changed, 2445 insertions(+), 229 deletions(-) create mode 100644 Assets/GAME/Script/Crafting/CraftDiscovery.cs create mode 100644 Assets/GAME/Script/Crafting/CraftDiscovery.cs.meta create mode 100644 Assets/GAME/Script/Inventory/HoverDescriptionUI.cs create mode 100644 Assets/GAME/Script/Inventory/HoverDescriptionUI.cs.meta create mode 100644 Assets/GAME/Script/Inventory/ItemDescriptionView.cs create mode 100644 Assets/GAME/Script/Inventory/ItemDescriptionView.cs.meta rename Assets/GAME/{Images.meta => Sprites.meta} (100%) rename Assets/GAME/{Images => Sprites}/Box.png (100%) rename Assets/GAME/{Images => Sprites}/Box.png.meta (100%) rename Assets/GAME/{Images => Sprites}/Build.meta (100%) rename Assets/GAME/{Images => Sprites}/Build/Animated PBR Chest _Wood_Demo.png (100%) rename Assets/GAME/{Images => Sprites}/Build/Animated PBR Chest _Wood_Demo.png.meta (100%) rename Assets/GAME/{Images => Sprites}/Build/Door.png (100%) rename 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gathering resources rather than seeing the whole catalog + /// at once. Discovery is triggered the first time an item enters the inventory — pickups, + /// harvest drops AND craft results all count, which lets crafting chains reveal step by step. + /// + /// This is owner-only local state: each player keeps its own knowledge, and it is never + /// replicated over the wire (no one else needs to read it). It mirrors PlayerInventory's + /// singleton pattern purely for reliable owner gating — set the Instance for the owning + /// client in OnStartNetwork, and gate the component off on remotes via ownerOnlyBehaviours. + /// + [DisallowMultipleComponent] + public class CraftDiscovery : NetworkBehaviour + { + #region Singleton + + /// + /// The local player's discovery knowledge (set only on the owning client). + /// + public static CraftDiscovery Instance { get; private set; } + + #endregion + + #region State + + private readonly HashSet discovered = new HashSet(); + + #endregion + + #region Network Lifecycle + + /// + /// Registers the singleton on the owning client only (before LocalPlayerSpawned fires). + /// + public override void OnStartNetwork() + { + base.OnStartNetwork(); + if (base.Owner.IsLocalClient) Instance = this; + } + + /// + /// Clears the singleton when this player leaves the network. + /// + public override void OnStopNetwork() + { + base.OnStopNetwork(); + if (Instance == this) Instance = null; + } + + #endregion + + #region Unity Lifecycle + + /// + /// Starts tracking every item the local player acquires. + /// + private void OnEnable() + { + PlayerEvents.ItemAdded += HandleItemAdded; + } + + /// + /// Stops tracking — mirrors OnEnable exactly. + /// + private void OnDisable() + { + PlayerEvents.ItemAdded -= HandleItemAdded; + } + + #endregion + + #region Event Handlers + + /// + /// Marks an acquired item as discovered. Guarded to the owning instance so a remote puppet + /// that briefly subscribed before being gated off can never drive discovery on the wrong copy. + /// + private void HandleItemAdded(ItemData item, int quantity) + { + if (Instance != this) return; + Discover(item); + } + + #endregion + + #region Public API + + /// + /// Whether the local player has ever acquired this item (and therefore knows it). + /// + public bool IsDiscovered(ItemData item) => item != null && discovered.Contains(item); + + #endregion + + #region Internal Helpers + + /// + /// Adds an item to the discovered set the first time it is seen and announces it on the bus + /// so the crafting view can reveal any recipe the item unlocks. + /// + private void Discover(ItemData item) + { + if (item == null) return; + if (discovered.Add(item)) + PlayerEvents.RaiseItemDiscovered(item); + } + + #endregion + } +} diff --git a/Assets/GAME/Script/Crafting/CraftDiscovery.cs.meta b/Assets/GAME/Script/Crafting/CraftDiscovery.cs.meta new file mode 100644 index 00000000..81aed412 --- /dev/null +++ b/Assets/GAME/Script/Crafting/CraftDiscovery.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: fabb912832c44b945a26c8ef03db222a \ No newline at end of file diff --git a/Assets/GAME/Script/Crafting/CraftingManager.cs b/Assets/GAME/Script/Crafting/CraftingManager.cs index c85aae38..fd37f957 100644 --- a/Assets/GAME/Script/Crafting/CraftingManager.cs +++ b/Assets/GAME/Script/Crafting/CraftingManager.cs @@ -1,3 +1,4 @@ +using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; using Ashwild.Inventory; @@ -31,6 +32,7 @@ namespace Ashwild.Crafting private PlayerInventory inventory; private bool bound; + private readonly HashSet unlockedRecipes = new HashSet(); #endregion @@ -43,19 +45,25 @@ namespace Ashwild.Crafting /// /// Returns whether the local player can currently craft the recipe the given number of times. + /// A recipe is only craftable once every ingredient has been discovered, on top of the usual + /// inventory check — an ingredient still shown as a mystery ("?") blocks the craft. /// public bool CanCraft(CraftingRecipe recipe, int count = 1) { - return PlayerInventory.Instance != null && recipe.CanCraft(PlayerInventory.Instance, count); + return PlayerInventory.Instance != null + && IsFullyDiscovered(recipe) + && recipe.CanCraft(PlayerInventory.Instance, count); } /// - /// Consumes the ingredients and produces the result if the local player can afford it. + /// Consumes the ingredients and produces the result if the local player can afford it and has + /// discovered every ingredient. The result item is added through the inventory, which in turn + /// discovers it — so crafting an intermediate result reveals the recipes further down the chain. /// public bool TryCraft(CraftingRecipe recipe, int count = 1) { PlayerInventory inv = PlayerInventory.Instance; - if (inv == null || !recipe.CanCraft(inv, count)) + if (inv == null || !IsFullyDiscovered(recipe) || !recipe.CanCraft(inv, count)) return false; // Consume ingredients @@ -82,6 +90,7 @@ namespace Ashwild.Crafting private void OnEnable() { PlayerEvents.LocalPlayerSpawned += HandleLocalPlayerSpawned; + PlayerEvents.ItemDiscovered += HandleItemDiscovered; } /// @@ -90,6 +99,7 @@ namespace Ashwild.Crafting private void OnDisable() { PlayerEvents.LocalPlayerSpawned -= HandleLocalPlayerSpawned; + PlayerEvents.ItemDiscovered -= HandleItemDiscovered; } /// @@ -98,7 +108,7 @@ namespace Ashwild.Crafting private void Start() { if (craftingUI != null) - craftingUI.Build(recipes, CanCraft, CountItem, TryCraft); + craftingUI.Build(recipes, CanCraft, CountItem, TryCraft, IsDiscovered, IsRecipeVisible); else Debug.LogError("[CraftingManager] No CraftingUI assigned — the crafting panel will not populate.", this); @@ -134,6 +144,19 @@ namespace Ashwild.Crafting craftingUI.Refresh(); } + /// + /// Reacts to a newly discovered item: announces any recipe it just unlocked (for the "NEW" + /// craft notification), then refreshes the view so those recipes appear and their once-mystery + /// ingredients are shown. + /// + private void HandleItemDiscovered(ItemData item) + { + NotifyNewlyUnlockedRecipes(); + + if (craftingUI != null) + craftingUI.Refresh(); + } + #endregion #region Internal Helpers @@ -150,10 +173,41 @@ namespace Ashwild.Crafting inventory.onSlotChanged.AddListener(HandleInventoryChanged); + SeedUnlockedRecipes(); + if (craftingUI != null) craftingUI.Refresh(); } + /// + /// Records the recipes already revealed at bind time (e.g. from restored discoveries) so they + /// are treated as known and never fire a spurious "NEW" notification. With a fresh player this + /// is empty since discovery starts at zero. + /// + private void SeedUnlockedRecipes() + { + for (int i = 0; i < recipes.Length; i++) + if (IsRecipeVisible(recipes[i])) + unlockedRecipes.Add(recipes[i]); + } + + /// + /// Raises a "NEW" notification for every recipe that has just become visible (its first + /// discovered ingredient), each announced once. Called after an item is discovered. + /// + private void NotifyNewlyUnlockedRecipes() + { + for (int i = 0; i < recipes.Length; i++) + { + CraftingRecipe recipe = recipes[i]; + if (unlockedRecipes.Contains(recipe)) continue; + if (!IsRecipeVisible(recipe)) continue; + + unlockedRecipes.Add(recipe); + PlayerEvents.RaiseRecipeDiscovered(recipe.Icon, recipe.RecipeName); + } + } + /// /// How many of an item the local player currently holds (0 when offline). /// @@ -162,6 +216,37 @@ namespace Ashwild.Crafting return PlayerInventory.Instance != null ? PlayerInventory.Instance.CountItem(item) : 0; } + /// + /// Whether the local player has discovered the item (false when the discovery tracker isn't ready). + /// + private bool IsDiscovered(ItemData item) + { + return CraftDiscovery.Instance != null && CraftDiscovery.Instance.IsDiscovered(item); + } + + /// + /// Whether the recipe should appear at all: revealed as soon as at least one of its ingredients + /// has been discovered. Undiscovered ingredients then show as a mystery until found. + /// + private bool IsRecipeVisible(CraftingRecipe recipe) + { + CraftingIngredient[] ingredients = recipe.Ingredients; + for (int i = 0; i < ingredients.Length; i++) + if (IsDiscovered(ingredients[i].item)) return true; + return false; + } + + /// + /// Whether every ingredient of the recipe has been discovered — the gate for actually crafting it. + /// + private bool IsFullyDiscovered(CraftingRecipe recipe) + { + CraftingIngredient[] ingredients = recipe.Ingredients; + for (int i = 0; i < ingredients.Length; i++) + if (!IsDiscovered(ingredients[i].item)) return false; + return true; + } + #endregion } } diff --git a/Assets/GAME/Script/Crafting/CraftingUI.cs b/Assets/GAME/Script/Crafting/CraftingUI.cs index 4a6421cb..d45a2211 100644 --- a/Assets/GAME/Script/Crafting/CraftingUI.cs +++ b/Assets/GAME/Script/Crafting/CraftingUI.cs @@ -42,6 +42,8 @@ namespace Ashwild.Crafting private Func canCraftQuery; private Func countItemQuery; private Func craftRequest; + private Func isDiscoveredQuery; + private Func isRecipeVisibleQuery; private readonly List recipeButtons = new List(); private readonly List ingredientInstances = new List(); private RecipeButtonUI selectedButton; @@ -55,12 +57,15 @@ namespace Ashwild.Crafting /// /// Builds the recipe buttons (once) and wires the manager-owned queries/action. Safe to /// call again later to re-point the delegates; it then simply refreshes the display. + /// The discovery queries decide which recipes are shown and which ingredients are still a mystery. /// - public void Build(CraftingRecipe[] recipes, Func canCraft, Func countItem, Func craft) + public void Build(CraftingRecipe[] recipes, Func canCraft, Func countItem, Func craft, Func isDiscovered, Func isRecipeVisible) { canCraftQuery = canCraft; countItemQuery = countItem; craftRequest = craft; + isDiscoveredQuery = isDiscovered; + isRecipeVisibleQuery = isRecipeVisible; if (!built) { @@ -81,8 +86,9 @@ namespace Ashwild.Crafting } /// - /// Recomputes craftability for every recipe button and refreshes the open detail. - /// Called by the manager whenever the local player's inventory changes. + /// Recomputes each recipe button's visibility (revealed once an ingredient is discovered) and + /// its craftability, then refreshes the open detail. Called by the manager whenever the local + /// player's inventory changes or a new item is discovered. /// public void Refresh() { @@ -91,6 +97,9 @@ namespace Ashwild.Crafting for (int i = 0; i < recipeButtons.Count; i++) { RecipeButtonUI btn = recipeButtons[i]; + bool visible = isRecipeVisibleQuery == null || isRecipeVisibleQuery(btn.Recipe); + btn.gameObject.SetActive(visible); + bool canCraft = canCraftQuery != null && canCraftQuery(btn.Recipe, btn.CraftCount); btn.UpdateCraftability(canCraft); } @@ -193,12 +202,21 @@ namespace Ashwild.Crafting GameObject slotGO = Instantiate(ingredientSlotPrefab, ingredientContainer); IngredientSlotUI slotUI = slotGO.GetComponent(); - int required = ingredients[i].quantity * count; - int playerHas = countItemQuery != null ? countItemQuery(ingredients[i].item) : 0; - slotUI.Setup(ingredients[i].item, required, playerHas); - - if (playerHas < required) + bool discovered = isDiscoveredQuery == null || isDiscoveredQuery(ingredients[i].item); + if (!discovered) + { + slotUI.SetupMystery(); canCraft = false; + } + else + { + int required = ingredients[i].quantity * count; + int playerHas = countItemQuery != null ? countItemQuery(ingredients[i].item) : 0; + slotUI.Setup(ingredients[i].item, required, playerHas); + + if (playerHas < required) + canCraft = false; + } ingredientInstances.Add(slotGO); } diff --git a/Assets/GAME/Script/Crafting/IngredientSlotUI.cs b/Assets/GAME/Script/Crafting/IngredientSlotUI.cs index b2c25da8..8d7de392 100644 --- a/Assets/GAME/Script/Crafting/IngredientSlotUI.cs +++ b/Assets/GAME/Script/Crafting/IngredientSlotUI.cs @@ -5,21 +5,45 @@ using Ashwild.Inventory; namespace Ashwild.Crafting { + /// + /// A single ingredient cell in the crafting detail panel. Renders either a known ingredient + /// (icon + required quantity, tinted by whether the player has enough) or a mystery placeholder + /// ("?") for an ingredient the player has not discovered yet. + /// public class IngredientSlotUI : MonoBehaviour { [SerializeField] private Image iconImage; [SerializeField] private TextMeshProUGUI quantityText; + [Header("Mystery (undiscovered ingredient)")] + [Tooltip("Icon shown for an ingredient the player hasn't discovered yet (a question mark).")] + [SerializeField] private Sprite mysteryIcon; + [Header("Colors")] [SerializeField] private Color enoughColor = Color.white; [SerializeField] private Color missingColor = new Color(1f, 0.3f, 0.3f, 1f); + /// + /// Renders a known ingredient: its icon and required amount, dimmed/red when the player lacks it. + /// public void Setup(ItemData item, int required, int playerHas) { + quantityText.gameObject.SetActive(true); iconImage.sprite = item.Icon; quantityText.text = "x" + required; quantityText.color = playerHas >= required ? enoughColor : missingColor; iconImage.color = playerHas >= required ? Color.white : new Color(1f, 1f, 1f, 0.5f); } + + /// + /// Renders an undiscovered ingredient as a mystery: the "?" icon with no quantity text, so the + /// player knows a craft exists but must still find what it needs and how much. + /// + public void SetupMystery() + { + iconImage.sprite = mysteryIcon; + iconImage.color = new Color(1f, 1f, 1f, 0.5f); + quantityText.gameObject.SetActive(false); + } } } diff --git a/Assets/GAME/Script/Inventory/HotbarUI.cs b/Assets/GAME/Script/Inventory/HotbarUI.cs index 2abe3e65..85f6207d 100644 --- a/Assets/GAME/Script/Inventory/HotbarUI.cs +++ b/Assets/GAME/Script/Inventory/HotbarUI.cs @@ -24,6 +24,10 @@ namespace Ashwild.Inventory [Header("Context Menu")] [SerializeField] private SlotContextMenu contextMenu; + [Header("Hover Description")] + [Tooltip("Same panel used by the inventory — assign the shared HoverDescriptionUI here too.")] + [SerializeField] private HoverDescriptionUI hoverDescription; + private PlayerInventory inventory; private Tweener scaleTween; private Tweener alphaTween; @@ -51,7 +55,7 @@ namespace Ashwild.Inventory { // Visual setup that does not need the player. for (int i = 0; i < hotbarSlot.Length; i++) - hotbarSlot[i].Initialize(i, InventoryUI.OnSwapRequested, OnSlotClicked); + hotbarSlot[i].Initialize(i, InventoryUI.OnSwapRequested, OnSlotClicked, OnSlotHoverEnter, OnSlotHoverExit); transform.localScale = Vector3.one * idleScale; if (canvasGroup != null) @@ -167,6 +171,40 @@ namespace Ashwild.Inventory hotbarSlot[index].UpdateVisual(inventory.GetSlot(index)); } + /// + /// Shows the shared description panel for a hovered hotbar slot, but only while the inventory + /// is open — during normal play the hotbar must not pop a description. The duration bar + /// reflects the item's remaining uses/durability. + /// + private void OnSlotHoverEnter(int index) + { + if (hoverDescription == null || inventory == null || !PlayerEvents.IsInventoryOpen) return; + + InventorySlot slot = inventory.GetSlot(index); + if (slot == null || slot.IsEmpty) + { + hoverDescription.Hide(); + return; + } + + ItemData item = slot.ItemData; + bool hasDuration = item.HasUses; + float fill = hasDuration ? (float)slot.CurrentUses / item.MaxUses : 0f; + string durationText = hasDuration ? $"{slot.CurrentUses} / {item.MaxUses}" : string.Empty; + + hoverDescription.Show(new ItemDescriptionView( + item.Icon, item.ItemName, item.Description, hasDuration, fill, durationText)); + } + + /// + /// Hides the description panel when the pointer leaves a hotbar slot. + /// + private void OnSlotHoverExit() + { + if (hoverDescription != null) + hoverDescription.Hide(); + } + private void UpdateSelection(int selectedIndex) { for (int i = 0; i < hotbarSlot.Length; i++) diff --git a/Assets/GAME/Script/Inventory/HoverDescriptionUI.cs b/Assets/GAME/Script/Inventory/HoverDescriptionUI.cs new file mode 100644 index 00000000..8fafafce --- /dev/null +++ b/Assets/GAME/Script/Inventory/HoverDescriptionUI.cs @@ -0,0 +1,110 @@ +using UnityEngine; +using UnityEngine.UI; +using TMPro; +using DG.Tweening; + +namespace Ashwild.Inventory +{ + /// + /// The fixed description panel shown beside the inventory — a pure view. When the pointer + /// enters a filled slot the inventory manager hands it an and + /// it fades its CanvasGroup in, drawing the icon, name, description and (for uses-tracked items) + /// the duration bar. It never reads ItemData or the inventory itself; it renders what it is given. + /// + [DisallowMultipleComponent] + public class HoverDescriptionUI : MonoBehaviour + { + #region Serialized Fields + + [Header("References")] + [SerializeField] private CanvasGroup canvasGroup; + [SerializeField] private Image iconImage; + [SerializeField] private TextMeshProUGUI nameText; + [SerializeField] private TextMeshProUGUI descriptionText; + + [Header("Duration Bar")] + [Tooltip("Root object of the duration/uses bar — shown only for items that track uses.")] + [SerializeField] private GameObject durationBarRoot; + [Tooltip("Filled image whose fillAmount maps to the remaining uses (Image Type = Filled).")] + [SerializeField] private Image durationBarFill; + [Tooltip("Label drawn over the bar, e.g. \"3 / 5\".")] + [SerializeField] private TextMeshProUGUI durationText; + + [Header("Animation")] + [SerializeField] private float fadeDuration = 0.15f; + + #endregion + + #region State + + private Tweener fadeTween; + + #endregion + + #region Unity Lifecycle + + /// + /// Starts hidden so the panel only appears once a slot is actually hovered. + /// + private void Awake() => SetHidden(); + + /// + /// Kills the fade tween so it never targets the CanvasGroup after teardown. + /// + private void OnDestroy() => fadeTween?.Kill(); + + #endregion + + #region Public API + + /// + /// Draws the payload and fades the panel in. Called by the inventory manager on hover enter. + /// + public void Show(ItemDescriptionView view) + { + if (iconImage != null) + { + iconImage.sprite = view.Icon; + iconImage.enabled = view.Icon != null; + } + if (nameText != null) + nameText.text = view.Name; + if (descriptionText != null) + descriptionText.text = view.Description; + + if (durationBarRoot != null) + durationBarRoot.SetActive(view.HasDuration); + if (view.HasDuration) + { + if (durationBarFill != null) + durationBarFill.fillAmount = view.DurationFill; + if (durationText != null) + durationText.text = view.DurationText; + } + + fadeTween?.Kill(); + fadeTween = canvasGroup.DOFade(1f, fadeDuration).SetUpdate(true); + } + + /// + /// Fades the panel out via its CanvasGroup only — the GameObject stays active so it can be + /// shown again instantly. Called on hover exit / inventory close. + /// + public void Hide() + { + fadeTween?.Kill(); + fadeTween = canvasGroup.DOFade(0f, fadeDuration).SetUpdate(true); + } + + #endregion + + #region Internal Helpers + + /// + /// Instantly parks the panel invisible via the CanvasGroup, without deactivating it. + /// + private void SetHidden() => canvasGroup.alpha = 0f; + + #endregion + } +} diff --git a/Assets/GAME/Script/Inventory/HoverDescriptionUI.cs.meta b/Assets/GAME/Script/Inventory/HoverDescriptionUI.cs.meta new file mode 100644 index 00000000..ac113bf6 --- /dev/null +++ b/Assets/GAME/Script/Inventory/HoverDescriptionUI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 40050a905c9108244901dadab24daa28 \ No newline at end of file diff --git a/Assets/GAME/Script/Inventory/InventoryUI.cs b/Assets/GAME/Script/Inventory/InventoryUI.cs index 5b3b4e21..4b706e6e 100644 --- a/Assets/GAME/Script/Inventory/InventoryUI.cs +++ b/Assets/GAME/Script/Inventory/InventoryUI.cs @@ -33,6 +33,9 @@ namespace Ashwild.Inventory [Header("Context Menu")] [SerializeField] private SlotContextMenu contextMenu; + [Header("Hover Description")] + [SerializeField] private HoverDescriptionUI hoverDescription; + [Header("Categories")] [SerializeField] private InventoryCategoryManager categoryManager; @@ -93,7 +96,7 @@ namespace Ashwild.Inventory int slotIndex = inventory.HotbarSize + i; GameObject slotGO = Instantiate(slotPrefab, slotContainer); SlotUI slotUI = slotGO.GetComponent(); - slotUI.Initialize(slotIndex, OnSwapRequested, OnSlotClicked); + slotUI.Initialize(slotIndex, OnSwapRequested, OnSlotClicked, OnSlotHoverEnter, OnSlotHoverExit); slotUIs[i] = slotUI; } @@ -133,6 +136,9 @@ namespace Ashwild.Inventory if (contextMenu != null) contextMenu.Hide(); + if (hoverDescription != null) + hoverDescription.Hide(); + if (categoryManager != null) categoryManager.Close(); @@ -192,6 +198,39 @@ namespace Ashwild.Inventory } } + /// + /// Builds the description payload for the hovered slot and shows the side panel. Empty slots + /// keep the panel hidden. The duration bar reflects the item's remaining uses/durability. + /// + private void OnSlotHoverEnter(int index) + { + if (hoverDescription == null || inventory == null) return; + + InventorySlot slot = inventory.GetSlot(index); + if (slot == null || slot.IsEmpty) + { + hoverDescription.Hide(); + return; + } + + ItemData item = slot.ItemData; + bool hasDuration = item.HasUses; + float fill = hasDuration ? (float)slot.CurrentUses / item.MaxUses : 0f; + string durationText = hasDuration ? $"{slot.CurrentUses} / {item.MaxUses}" : string.Empty; + + hoverDescription.Show(new ItemDescriptionView( + item.Icon, item.ItemName, item.Description, hasDuration, fill, durationText)); + } + + /// + /// Hides the description panel when the pointer leaves a slot. + /// + private void OnSlotHoverExit() + { + if (hoverDescription != null) + hoverDescription.Hide(); + } + private void RefreshSlot(int index) { if (slotUIs == null) return; diff --git a/Assets/GAME/Script/Inventory/ItemDescriptionView.cs b/Assets/GAME/Script/Inventory/ItemDescriptionView.cs new file mode 100644 index 00000000..b4742ce3 --- /dev/null +++ b/Assets/GAME/Script/Inventory/ItemDescriptionView.cs @@ -0,0 +1,43 @@ +using UnityEngine; + +namespace Ashwild.Inventory +{ + /// + /// The view payload for the hover description panel: exactly what the panel renders (icon, + /// name, description, and an optional duration/uses bar), nothing more. The inventory manager + /// builds one of these from a hovered slot and pushes it into the view, so the panel never + /// touches ItemData or the inventory model — it just draws what it is handed. + /// + public readonly struct ItemDescriptionView + { + public readonly Sprite Icon; + public readonly string Name; + public readonly string Description; + + /// + /// Whether the hovered item tracks uses/durability and should show its duration bar. + /// + public readonly bool HasDuration; + + /// + /// Remaining uses as a 0..1 fill for the bar's Filled image. + /// + public readonly float DurationFill; + + /// + /// The remaining/max label drawn over the bar, e.g. "3 / 5". + /// + public readonly string DurationText; + + public ItemDescriptionView(Sprite icon, string name, string description, + bool hasDuration, float durationFill, string durationText) + { + Icon = icon; + Name = name; + Description = description; + HasDuration = hasDuration; + DurationFill = durationFill; + DurationText = durationText; + } + } +} diff --git a/Assets/GAME/Script/Inventory/ItemDescriptionView.cs.meta b/Assets/GAME/Script/Inventory/ItemDescriptionView.cs.meta new file mode 100644 index 00000000..c42ca095 --- /dev/null +++ b/Assets/GAME/Script/Inventory/ItemDescriptionView.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b901ece22e48ee344837ad720d6f2e18 \ No newline at end of file diff --git a/Assets/GAME/Script/Inventory/SlotUI.cs b/Assets/GAME/Script/Inventory/SlotUI.cs index cae702c1..da1e76f1 100644 --- a/Assets/GAME/Script/Inventory/SlotUI.cs +++ b/Assets/GAME/Script/Inventory/SlotUI.cs @@ -6,7 +6,7 @@ using System; namespace Ashwild.Inventory { - public class SlotUI : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IDropHandler, IPointerClickHandler + public class SlotUI : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IDropHandler, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler { [Header("References")] [SerializeField] private Image iconImage; @@ -26,6 +26,8 @@ namespace Ashwild.Inventory private int slotIndex; private Action onSwapRequested; private Action onClicked; + private Action onHoverEnter; + private Action onHoverExit; public int SlotIndex => slotIndex; @@ -43,11 +45,14 @@ namespace Ashwild.Inventory ghostObject.SetActive(false); } - public void Initialize(int index, Action swapCallback, Action clickCallback) + public void Initialize(int index, Action swapCallback, Action clickCallback, + Action hoverEnterCallback = null, Action hoverExitCallback = null) { slotIndex = index; onSwapRequested = swapCallback; onClicked = clickCallback; + onHoverEnter = hoverEnterCallback; + onHoverExit = hoverExitCallback; } /// @@ -170,5 +175,23 @@ namespace Ashwild.Inventory if (eventData.button == PointerEventData.InputButton.Right) onClicked?.Invoke(slotIndex, true); } + + /// + /// Reports the hovered slot index so the manager can show its description panel. Suppressed + /// while a drag is in progress, where the panel would only get in the way. + /// + public void OnPointerEnter(PointerEventData eventData) + { + if (draggedSlot != null) return; + onHoverEnter?.Invoke(slotIndex); + } + + /// + /// Reports that the pointer left the slot so the manager can hide the description panel. + /// + public void OnPointerExit(PointerEventData eventData) + { + onHoverExit?.Invoke(); + } } } diff --git a/Assets/GAME/Script/Player/Events/PlayerEvents.cs b/Assets/GAME/Script/Player/Events/PlayerEvents.cs index 9ea80dc6..334209eb 100644 --- a/Assets/GAME/Script/Player/Events/PlayerEvents.cs +++ b/Assets/GAME/Script/Player/Events/PlayerEvents.cs @@ -101,6 +101,8 @@ namespace Ashwild.Player public static event Action ItemDropped; public static event Action ItemConsumed; public static event Action ItemPickedUp; + public static event Action ItemDiscovered; // an item entered the inventory for the first time (unlocks recipes) + public static event Action RecipeDiscovered; // a recipe was just revealed (icon, name) — for the "NEW" craft notification public static event Action HeldItemChanged; public static event Action InventoryOpenChanged; public static event Action ChestOpenChanged; @@ -248,6 +250,8 @@ namespace Ashwild.Player public static void RaiseItemDropped(ItemData d, int q) { Log(nameof(ItemDropped)); ItemDropped?.Invoke(d, q); } public static void RaiseItemConsumed(ItemData d) { Log(nameof(ItemConsumed)); ItemConsumed?.Invoke(d); } public static void RaiseItemPickedUp(ItemData d, int q) { Log(nameof(ItemPickedUp)); ItemPickedUp?.Invoke(d, q); } + public static void RaiseItemDiscovered(ItemData d) { Log(nameof(ItemDiscovered)); ItemDiscovered?.Invoke(d); } + public static void RaiseRecipeDiscovered(Sprite icon, string recipeName) { Log(nameof(RecipeDiscovered)); RecipeDiscovered?.Invoke(icon, recipeName); } public static void RaiseHeldItemChanged(ItemData d) { Log(nameof(HeldItemChanged)); HeldItemChanged?.Invoke(d); } public static void RaiseInventoryOpenChanged(bool b) { diff --git a/Assets/GAME/Script/UI/NotificationItemUI.cs b/Assets/GAME/Script/UI/NotificationItemUI.cs index e0fbc7b4..dd3d554b 100644 --- a/Assets/GAME/Script/UI/NotificationItemUI.cs +++ b/Assets/GAME/Script/UI/NotificationItemUI.cs @@ -19,6 +19,7 @@ namespace Ashwild.UI private int totalQuantity; private float hideTimer; private bool isHiding; + private bool isDiscovery; private Tweener fadeTween; private Tweener slideTween; @@ -30,6 +31,9 @@ namespace Ashwild.UI // A notification is either a gain (+) or a loss (-); merging only happens within the same direction. public bool IsGain => totalQuantity >= 0; + // A discovery notification (icon + name + "NEW" badge) never merges with a gain/loss one. + public bool IsDiscovery => isDiscovery; + public void Initialize(ItemData item, int signedQuantity, Color numberColor, float displayDuration, float slideInDuration, Ease slideInEase) { itemData = item; @@ -49,6 +53,34 @@ namespace Ashwild.UI fadeTween = canvasGroup.DOFade(1f, slideInDuration).SetEase(Ease.OutQuad); } + /// + /// Sets up a discovery notification: an icon and name (of the unlocked recipe) with a fixed + /// badge (e.g. "NEW") in the number slot, tinted with the caller-chosen colour. It carries no + /// quantity and never merges, so it reads as a one-time "recipe unlocked" cue. + /// + public void InitializeDiscovery(Sprite icon, string displayName, string badgeText, Color badgeColor, float displayDuration, float slideInDuration) + { + itemData = null; + isDiscovery = true; + hideTimer = displayDuration; + isHiding = false; + + if (iconImage != null) + iconImage.sprite = icon; + + if (labelText != null) + labelText.text = displayName; + + if (numberText != null) + { + numberText.text = badgeText; + numberText.color = badgeColor; + } + + canvasGroup.alpha = 0f; + fadeTween = canvasGroup.DOFade(1f, slideInDuration).SetEase(Ease.OutQuad); + } + public void AddQuantity(int signedAmount, float displayDuration) { totalQuantity += signedAmount; diff --git a/Assets/GAME/Script/UI/NotificationUI.cs b/Assets/GAME/Script/UI/NotificationUI.cs index f380de84..a4c6ae29 100644 --- a/Assets/GAME/Script/UI/NotificationUI.cs +++ b/Assets/GAME/Script/UI/NotificationUI.cs @@ -30,6 +30,11 @@ namespace Ashwild.UI [SerializeField] private Color gainColor = new Color(0.45f, 1f, 0.45f); // picked up / added [SerializeField] private Color lossColor = new Color(1f, 0.45f, 0.45f); // dropped / consumed + [Header("Discovery")] + [Tooltip("Badge shown in the number slot when a new item/recipe is discovered.")] + [SerializeField] private string discoveryLabel = "NEW"; + [SerializeField] private Color discoveryColor = new Color(1f, 0.85f, 0.3f); + private readonly List activeNotifications = new List(); private void OnEnable() @@ -37,6 +42,7 @@ namespace Ashwild.UI PlayerEvents.ItemAdded += OnItemAdded; PlayerEvents.ItemDropped += OnItemDropped; PlayerEvents.ItemConsumed += OnItemConsumed; + PlayerEvents.RecipeDiscovered += OnRecipeDiscovered; PlayerEvents.FoodPlacedToCook += OnItemSpent; PlayerEvents.FuelAdded += OnItemSpent; } @@ -46,6 +52,7 @@ namespace Ashwild.UI PlayerEvents.ItemAdded -= OnItemAdded; PlayerEvents.ItemDropped -= OnItemDropped; PlayerEvents.ItemConsumed -= OnItemConsumed; + PlayerEvents.RecipeDiscovered -= OnRecipeDiscovered; PlayerEvents.FoodPlacedToCook -= OnItemSpent; PlayerEvents.FuelAdded -= OnItemSpent; } @@ -53,6 +60,7 @@ namespace Ashwild.UI private void OnItemAdded(ItemData item, int quantity) => Push(item, quantity); private void OnItemDropped(ItemData item, int quantity) => Push(item, -quantity); private void OnItemConsumed(ItemData item) => Push(item, -1); + private void OnRecipeDiscovered(Sprite icon, string recipeName) => PushDiscovery(icon, recipeName); // Food placed on a cooking station or fuel fed to it both leave the inventory by one. private void OnItemSpent(ItemData item) => Push(item, -1); @@ -69,7 +77,8 @@ namespace Ashwild.UI // Merge only with a notification for the same item AND same direction for (int i = 0; i < activeNotifications.Count; i++) { - if (activeNotifications[i] != null && activeNotifications[i].ItemData == item + if (activeNotifications[i] != null && !activeNotifications[i].IsDiscovery + && activeNotifications[i].ItemData == item && activeNotifications[i].IsGain == gain) { activeNotifications[i].AddQuantity(signedQuantity, displayDuration); @@ -94,6 +103,29 @@ namespace Ashwild.UI activeNotifications.Add(notification); } + /// + /// Pushes a one-time "NEW" notification for a newly unlocked recipe: its result icon and name + /// with the configured badge in the discovery colour. Never merges with anything. + /// + private void PushDiscovery(Sprite icon, string recipeName) + { + activeNotifications.RemoveAll(n => n == null); + + GameObject go = Instantiate(notificationPrefab, container); + NotificationItemUI notification = go.GetComponent(); + + float targetY = startOffsetY + activeNotifications.Count * (notificationHeight + spacing); + + RectTransform rt = notification.RectTransform; + rt.anchoredPosition = new Vector2(0f, targetY - 30f); + + notification.InitializeDiscovery(icon, recipeName, discoveryLabel, discoveryColor, displayDuration, slideInDuration); + + rt.DOAnchorPosY(targetY, slideInDuration).SetEase(slideInEase); + + activeNotifications.Add(notification); + } + private void LateUpdate() { // Clean up destroyed notifications and reposition remaining ones diff --git a/Assets/GAME/Images.meta b/Assets/GAME/Sprites.meta similarity index 100% rename from Assets/GAME/Images.meta rename to Assets/GAME/Sprites.meta diff --git a/Assets/GAME/Images/Box.png 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