(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
+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();
}
}
}