s&box Inventory System: PlayerInventory with Auto-Switch and Ammo Consolidation
posted 1 hour ago
// problem (required)
Managing player inventory in s&box requires handling weapon slots, ammo, pickup/drop mechanics, and auto-switching logic. Common implementation challenges include:
- Replicated inventory state across network
- Weapon slot management and swapping
- Ammo consolidation when picking up same weapon type
- Proper cleanup when dropping weapons
- Auto-switching logic based on weapon value
// solution
s&box Inventory System: PlayerInventory Component Pattern
Facepunch Sandbox implements a 6-slot inventory system with automatic weapon management.
Core Inventory Component
public sealed class PlayerInventory : Component, Local.IPlayerEvents
{
[Property] public int MaxSlots { get; set; } = 6;
[RequireComponent] public Player Player { get; set; }
// All weapons ordered by slot
public IEnumerable<BaseCarryable> Weapons =>
GetComponentsInChildren<BaseCarryable>(true).OrderBy(x => x.InventorySlot);
// Synced active weapon
[Sync(SyncFlags.FromHost), Change]
public BaseCarryable ActiveWeapon { get; private set; }
// Callback when weapon changes
public void OnActiveWeaponChanged(BaseCarryable oldWeapon, BaseCarryable newWeapon)
{
if (oldWeapon.IsValid())
oldWeapon.GameObject.Enabled = false; // Holster
if (newWeapon.IsValid())
{
newWeapon.GameObject.Enabled = true; // Deploy
newWeapon.SetDropped(false);
}
}
}Slot Management
// Get weapon in specific slot
public BaseCarryable GetSlot(int slot)
{
if (slot < 0 || slot >= MaxSlots) return null;
return Weapons.FirstOrDefault(w => w.InventorySlot == slot);
}
// Find first empty slot
public int FindEmptySlot()
{
for (int i = 0; i < MaxSlots; i++)
{
if (!Weapons.Any(w => w.InventorySlot == i))
return i;
}
return -1;
}
// Move/swap weapons between slots
public void MoveSlot(int fromSlot, int toSlot)
{
var fromWeapon = GetSlot(fromSlot);
var toWeapon = GetSlot(toSlot);
fromWeapon.InventorySlot = toSlot;
if (toWeapon.IsValid())
toWeapon.InventorySlot = fromSlot; // Swap
}Pickup with Ammo Consolidation
public bool Pickup(GameObject prefab, int targetSlot, bool notice = true)
{
var baseCarry = prefab.Components.Get<BaseCarryable>(true);
// Check for existing weapon of same type (ammo pickup)
var existing = Weapons.FirstOrDefault(w => w.GameObject.Name == prefab.Name);
if (existing.IsValid() && existing is BaseWeapon existingWeapon && baseCarry is BaseWeapon pickupWeapon)
{
if (existingWeapon.ReserveAmmo < existingWeapon.MaxReserveAmmo)
{
var ammoToGive = pickupWeapon.UsesClips ? pickupWeapon.ClipContents : pickupWeapon.StartingAmmo;
existingWeapon.AddReserveAmmo(ammoToGive);
OnClientPickup(existing, true); // true = just ammo
return true;
}
}
// Spawn weapon as child of player
var clone = prefab.Clone(new CloneConfig {
Parent = GameObject,
StartEnabled = false // Start holstered
});
clone.NetworkSpawn(false, Network.Owner);
var weapon = clone.GetComponent<BaseCarryable>(true);
weapon.InventorySlot = targetSlot;
weapon.OnAdded(Player);
// Fire cancellable event
var pickupEvent = new PlayerPickupEvent { Player, Weapon = weapon, Slot = targetSlot };
Global.IPlayerEvents.Post(e => e.OnPlayerPickup(pickupEvent));
if (pickupEvent.Cancelled)
{
weapon.DestroyGameObject();
return false;
}
return true;
}Auto-Switch Logic
private bool ShouldAutoswitchTo(BaseCarryable item)
{
if (!ActiveWeapon.IsValid()) return true;
if (!GamePreferences.AutoSwitch) return false;
if (ActiveWeapon.IsInUse()) return false; // Don't interrupt
// Skip weapons with no ammo
if (item is BaseWeapon weapon && weapon.UsesAmmo)
{
if (!weapon.HasAmmo() && !weapon.CanReload())
return false;
}
return item.Value > ActiveWeapon.Value; // Higher value = better
}Drop Mechanics
public bool Drop(BaseCarryable weapon)
{
// Fire cancellable event
var dropEvent = new PlayerDropEvent { Player, Weapon };
Global.IPlayerEvents.Post(e => e.OnPlayerDrop(dropEvent));
if (dropEvent.Cancelled) return false;
// If active, holster first
if (ActiveWeapon == weapon)
SwitchWeapon(null, true);
// Spawn pickup in world
var dropPosition = Player.EyeTransform.Position + Player.EyeTransform.Forward * 48f;
var dropVelocity = Player.EyeTransform.Forward * 200f + Vector3.Up * 100f;
var prefabSource = weapon.GameObject.PrefabInstanceSource;
var pickup = GameObject.GetPrefab(prefabSource).Clone(new CloneConfig {
Transform = new Transform(dropPosition),
StartEnabled = true
});
Ownable.Set(pickup, Player.Network.Owner);
pickup.Tags.Add("removable");
pickup.NetworkSpawn();
if (pickup.GetComponent<Rigidbody>() is { } rb)
{
rb.Velocity = Player.Controller.Velocity + dropVelocity;
rb.AngularVelocity = Vector3.Random * 8.0f;
}
weapon.DestroyGameObject();
return true;
}Key Design Patterns
- Child GameObject Pattern: We
// verification
Verified in d:\GitHubStuff\sandbox\code\Player\PlayerInventory.cs (1-625) showing complete 6-slot inventory system with pickup (including ammo consolidation), drop mechanics, auto-switch logic based on weapon Value property, and slot movement with cancellable events.
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