(Feat) add crafting discovery + notification + inventory tool tips

This commit is contained in:
2026-07-09 17:44:52 +02:00
parent c6830fa7a4
commit faa061cced
454 changed files with 2445 additions and 229 deletions
@@ -0,0 +1,119 @@
using System.Collections.Generic;
using UnityEngine;
using FishNet.Object;
using Ashwild.Inventory;
using Ashwild.Player;
namespace Ashwild.Crafting
{
/// <summary>
/// The local player's craft-discovery knowledge: the set of items it has ever acquired.
/// A recipe is only revealed (and only craftable) once its ingredients have been discovered,
/// so the player uncovers crafts by 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.
/// </summary>
[DisallowMultipleComponent]
public class CraftDiscovery : NetworkBehaviour
{
#region Singleton
/// <summary>
/// The local player's discovery knowledge (set only on the owning client).
/// </summary>
public static CraftDiscovery Instance { get; private set; }
#endregion
#region State
private readonly HashSet<ItemData> discovered = new HashSet<ItemData>();
#endregion
#region Network Lifecycle
/// <summary>
/// Registers the singleton on the owning client only (before LocalPlayerSpawned fires).
/// </summary>
public override void OnStartNetwork()
{
base.OnStartNetwork();
if (base.Owner.IsLocalClient) Instance = this;
}
/// <summary>
/// Clears the singleton when this player leaves the network.
/// </summary>
public override void OnStopNetwork()
{
base.OnStopNetwork();
if (Instance == this) Instance = null;
}
#endregion
#region Unity Lifecycle
/// <summary>
/// Starts tracking every item the local player acquires.
/// </summary>
private void OnEnable()
{
PlayerEvents.ItemAdded += HandleItemAdded;
}
/// <summary>
/// Stops tracking — mirrors OnEnable exactly.
/// </summary>
private void OnDisable()
{
PlayerEvents.ItemAdded -= HandleItemAdded;
}
#endregion
#region Event Handlers
/// <summary>
/// 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.
/// </summary>
private void HandleItemAdded(ItemData item, int quantity)
{
if (Instance != this) return;
Discover(item);
}
#endregion
#region Public API
/// <summary>
/// Whether the local player has ever acquired this item (and therefore knows it).
/// </summary>
public bool IsDiscovered(ItemData item) => item != null && discovered.Contains(item);
#endregion
#region Internal Helpers
/// <summary>
/// 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.
/// </summary>
private void Discover(ItemData item)
{
if (item == null) return;
if (discovered.Add(item))
PlayerEvents.RaiseItemDiscovered(item);
}
#endregion
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: fabb912832c44b945a26c8ef03db222a
+89 -4
View File
@@ -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<CraftingRecipe> unlockedRecipes = new HashSet<CraftingRecipe>();
#endregion
@@ -43,19 +45,25 @@ namespace Ashwild.Crafting
/// <summary>
/// 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.
/// </summary>
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);
}
/// <summary>
/// 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.
/// </summary>
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;
}
/// <summary>
@@ -90,6 +99,7 @@ namespace Ashwild.Crafting
private void OnDisable()
{
PlayerEvents.LocalPlayerSpawned -= HandleLocalPlayerSpawned;
PlayerEvents.ItemDiscovered -= HandleItemDiscovered;
}
/// <summary>
@@ -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();
}
/// <summary>
/// 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.
/// </summary>
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();
}
/// <summary>
/// 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.
/// </summary>
private void SeedUnlockedRecipes()
{
for (int i = 0; i < recipes.Length; i++)
if (IsRecipeVisible(recipes[i]))
unlockedRecipes.Add(recipes[i]);
}
/// <summary>
/// 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.
/// </summary>
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);
}
}
/// <summary>
/// How many of an item the local player currently holds (0 when offline).
/// </summary>
@@ -162,6 +216,37 @@ namespace Ashwild.Crafting
return PlayerInventory.Instance != null ? PlayerInventory.Instance.CountItem(item) : 0;
}
/// <summary>
/// Whether the local player has discovered the item (false when the discovery tracker isn't ready).
/// </summary>
private bool IsDiscovered(ItemData item)
{
return CraftDiscovery.Instance != null && CraftDiscovery.Instance.IsDiscovered(item);
}
/// <summary>
/// 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.
/// </summary>
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;
}
/// <summary>
/// Whether every ingredient of the recipe has been discovered — the gate for actually crafting it.
/// </summary>
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
}
}
+26 -8
View File
@@ -42,6 +42,8 @@ namespace Ashwild.Crafting
private Func<CraftingRecipe, int, bool> canCraftQuery;
private Func<ItemData, int> countItemQuery;
private Func<CraftingRecipe, int, bool> craftRequest;
private Func<ItemData, bool> isDiscoveredQuery;
private Func<CraftingRecipe, bool> isRecipeVisibleQuery;
private readonly List<RecipeButtonUI> recipeButtons = new List<RecipeButtonUI>();
private readonly List<GameObject> ingredientInstances = new List<GameObject>();
private RecipeButtonUI selectedButton;
@@ -55,12 +57,15 @@ namespace Ashwild.Crafting
/// <summary>
/// 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.
/// </summary>
public void Build(CraftingRecipe[] recipes, Func<CraftingRecipe, int, bool> canCraft, Func<ItemData, int> countItem, Func<CraftingRecipe, int, bool> craft)
public void Build(CraftingRecipe[] recipes, Func<CraftingRecipe, int, bool> canCraft, Func<ItemData, int> countItem, Func<CraftingRecipe, int, bool> craft, Func<ItemData, bool> isDiscovered, Func<CraftingRecipe, bool> isRecipeVisible)
{
canCraftQuery = canCraft;
countItemQuery = countItem;
craftRequest = craft;
isDiscoveredQuery = isDiscovered;
isRecipeVisibleQuery = isRecipeVisible;
if (!built)
{
@@ -81,8 +86,9 @@ namespace Ashwild.Crafting
}
/// <summary>
/// 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.
/// </summary>
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<IngredientSlotUI>();
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);
}
@@ -5,21 +5,45 @@ using Ashwild.Inventory;
namespace Ashwild.Crafting
{
/// <summary>
/// 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.
/// </summary>
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);
/// <summary>
/// Renders a known ingredient: its icon and required amount, dimmed/red when the player lacks it.
/// </summary>
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);
}
/// <summary>
/// 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.
/// </summary>
public void SetupMystery()
{
iconImage.sprite = mysteryIcon;
iconImage.color = new Color(1f, 1f, 1f, 0.5f);
quantityText.gameObject.SetActive(false);
}
}
}
+39 -1
View File
@@ -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));
}
/// <summary>
/// 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.
/// </summary>
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));
}
/// <summary>
/// Hides the description panel when the pointer leaves a hotbar slot.
/// </summary>
private void OnSlotHoverExit()
{
if (hoverDescription != null)
hoverDescription.Hide();
}
private void UpdateSelection(int selectedIndex)
{
for (int i = 0; i < hotbarSlot.Length; i++)
@@ -0,0 +1,110 @@
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using DG.Tweening;
namespace Ashwild.Inventory
{
/// <summary>
/// The fixed description panel shown beside the inventory — a pure view. When the pointer
/// enters a filled slot the inventory manager hands it an <see cref="ItemDescriptionView"/> 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.
/// </summary>
[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
/// <summary>
/// Starts hidden so the panel only appears once a slot is actually hovered.
/// </summary>
private void Awake() => SetHidden();
/// <summary>
/// Kills the fade tween so it never targets the CanvasGroup after teardown.
/// </summary>
private void OnDestroy() => fadeTween?.Kill();
#endregion
#region Public API
/// <summary>
/// Draws the payload and fades the panel in. Called by the inventory manager on hover enter.
/// </summary>
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);
}
/// <summary>
/// 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.
/// </summary>
public void Hide()
{
fadeTween?.Kill();
fadeTween = canvasGroup.DOFade(0f, fadeDuration).SetUpdate(true);
}
#endregion
#region Internal Helpers
/// <summary>
/// Instantly parks the panel invisible via the CanvasGroup, without deactivating it.
/// </summary>
private void SetHidden() => canvasGroup.alpha = 0f;
#endregion
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 40050a905c9108244901dadab24daa28
+40 -1
View File
@@ -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>();
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
}
}
/// <summary>
/// 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.
/// </summary>
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));
}
/// <summary>
/// Hides the description panel when the pointer leaves a slot.
/// </summary>
private void OnSlotHoverExit()
{
if (hoverDescription != null)
hoverDescription.Hide();
}
private void RefreshSlot(int index)
{
if (slotUIs == null) return;
@@ -0,0 +1,43 @@
using UnityEngine;
namespace Ashwild.Inventory
{
/// <summary>
/// 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.
/// </summary>
public readonly struct ItemDescriptionView
{
public readonly Sprite Icon;
public readonly string Name;
public readonly string Description;
/// <summary>
/// Whether the hovered item tracks uses/durability and should show its duration bar.
/// </summary>
public readonly bool HasDuration;
/// <summary>
/// Remaining uses as a 0..1 fill for the bar's Filled image.
/// </summary>
public readonly float DurationFill;
/// <summary>
/// The remaining/max label drawn over the bar, e.g. "3 / 5".
/// </summary>
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;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b901ece22e48ee344837ad720d6f2e18
+25 -2
View File
@@ -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<int, int> onSwapRequested;
private Action<int, bool> onClicked;
private Action<int> onHoverEnter;
private Action onHoverExit;
public int SlotIndex => slotIndex;
@@ -43,11 +45,14 @@ namespace Ashwild.Inventory
ghostObject.SetActive(false);
}
public void Initialize(int index, Action<int, int> swapCallback, Action<int, bool> clickCallback)
public void Initialize(int index, Action<int, int> swapCallback, Action<int, bool> clickCallback,
Action<int> hoverEnterCallback = null, Action hoverExitCallback = null)
{
slotIndex = index;
onSwapRequested = swapCallback;
onClicked = clickCallback;
onHoverEnter = hoverEnterCallback;
onHoverExit = hoverExitCallback;
}
/// <summary>
@@ -170,5 +175,23 @@ namespace Ashwild.Inventory
if (eventData.button == PointerEventData.InputButton.Right)
onClicked?.Invoke(slotIndex, true);
}
/// <summary>
/// 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.
/// </summary>
public void OnPointerEnter(PointerEventData eventData)
{
if (draggedSlot != null) return;
onHoverEnter?.Invoke(slotIndex);
}
/// <summary>
/// Reports that the pointer left the slot so the manager can hide the description panel.
/// </summary>
public void OnPointerExit(PointerEventData eventData)
{
onHoverExit?.Invoke();
}
}
}
@@ -101,6 +101,8 @@ namespace Ashwild.Player
public static event Action<ItemData, int> ItemDropped;
public static event Action<ItemData> ItemConsumed;
public static event Action<ItemData, int> ItemPickedUp;
public static event Action<ItemData> ItemDiscovered; // an item entered the inventory for the first time (unlocks recipes)
public static event Action<Sprite, string> RecipeDiscovered; // a recipe was just revealed (icon, name) — for the "NEW" craft notification
public static event Action<ItemData> HeldItemChanged;
public static event Action<bool> InventoryOpenChanged;
public static event Action<bool> 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)
{
@@ -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);
}
/// <summary>
/// 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.
/// </summary>
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;
+33 -1
View File
@@ -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<NotificationItemUI> activeNotifications = new List<NotificationItemUI>();
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);
}
/// <summary>
/// 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.
/// </summary>
private void PushDiscovery(Sprite icon, string recipeName)
{
activeNotifications.RemoveAll(n => n == null);
GameObject go = Instantiate(notificationPrefab, container);
NotificationItemUI notification = go.GetComponent<NotificationItemUI>();
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