252 lines
10 KiB
C#
252 lines
10 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Security.Cryptography;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace Invector.vItemManager
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{
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[System.Serializable]
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public class OnHandleSlot : UnityEngine.Events.UnityEvent<vItemSlot> { }
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[System.Serializable]
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public class OnCompleteSlotList : UnityEngine.Events.UnityEvent<List<vItemSlot>> { }
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[vClassHeader("Item Window", openClose = false)]
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public class vItemWindow : vMonoBehaviour
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{
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[vReadOnly] public vItem currentItem;
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public vItemSlot slotPrefab;
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public RectTransform contentWindow;
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public List<vItemSlot> slots;
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public List<vItemType> supportedItems;
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public bool updateSlotCount = true;
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public Text displayNameText;
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public Text displayTypeText;
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public Text displayAmountText;
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public Text displayDescriptionText;
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public Text displayAttributesText;
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[vHelpBox("You can ignore display Attributes using this property")]
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public List<vItemAttributes> ignoreAttributes;
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[vEditorToolbar("Text Events")]
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public InputField.OnChangeEvent onChangeName;
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public InputField.OnChangeEvent onChangeType;
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public InputField.OnChangeEvent onChangeAmount;
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public InputField.OnChangeEvent onChangeDescription;
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public InputField.OnChangeEvent onChangeAttributes;
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[vEditorToolbar("Events")]
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public OnCompleteSlotList onCompleteSlotListCallBack;
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public OnHandleSlot onSubmitSlot;
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public OnHandleSlot onSelectSlot;
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public UnityEvent onCancelSlot;
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[Tooltip("Called when item window has slots on enable")]
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public UnityEvent onAddSlots;
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[Tooltip("Called when item window dont have slots on enable")]
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public UnityEvent onClearSlots;
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public vItemSlot currentSelectedSlot;
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UnityAction<vItemSlot> onSubmitSlotCallback;
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UnityAction<vItemSlot> onSelectCallback;
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readonly WaitForEndOfFrame WaitForEndOfFrame = new WaitForEndOfFrame();
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public void ReloadItems(List<vItem> items)
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{
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int indexOfSlot = slots.Contains(currentSelectedSlot) ? slots.IndexOf(currentSelectedSlot) : 0;
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for (int i = 0; i < slots.Count; i++)
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{
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if (i >= 0 && i < slots.Count)
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{
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if (slots[i] != null && (slots[i].item == null || !items.Contains(slots[i].item)))
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{
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Destroy(slots[i].gameObject);
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slots.Remove(slots[i]);
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if (i == indexOfSlot)
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{
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currentSelectedSlot = i - 1 >= 0 ? slots[i - 1] : slots.Count - 1 > 0 ? slots[0] : null;
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if (currentSelectedSlot != null) CreateFullItemDescription(currentSelectedSlot);
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}
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i--;
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}
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else if (slots[i] == null)
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{
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slots.RemoveAt(i);
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i--;
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}
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}
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}
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if (currentSelectedSlot == null || currentSelectedSlot.item == null || slots.Count == 0)
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{
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CreateFullItemDescription(null);
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if (slots.Count == 0) onClearSlots.Invoke();
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}
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else CreateFullItemDescription(currentSelectedSlot);
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}
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public virtual void CreateEquipmentWindow(List<vItem> items, UnityAction<vItemSlot> onPickUpItemCallBack = null, UnityAction<vItemSlot> onSelectSlotCallBack = null, bool destroyAdictionSlots = true)
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{
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StartCoroutine(CreateEquipmentWindowRoutine(items, onPickUpItemCallBack, onSelectSlotCallBack, destroyAdictionSlots));
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}
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public virtual void CreateEquipmentWindow(List<vItem> items, List<vItemType> type, vItem currentItem = null, UnityAction<vItemSlot> onPickUpItemCallback = null, UnityAction<vItemSlot> onSelectSlotCallBack = null)
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{
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this.currentItem = currentItem;
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var _items = items.FindAll(item => type.Contains(item.type));
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StartCoroutine(CreateEquipmentWindowRoutine(_items, onPickUpItemCallback, destroyAdictionSlots: true));
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}
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protected virtual IEnumerator CreateEquipmentWindowRoutine(List<vItem> items, UnityAction<vItemSlot> onPickUpItemCallBack = null, UnityAction<vItemSlot> onSelectSlotCallBack = null, bool destroyAdictionSlots = true)
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{
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var _items = supportedItems.Count == 0 ? items : items.FindAll(i => supportedItems.Contains(i.type));
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if (_items.Count == 0)
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{
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CreateFullItemDescription(null);
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onClearSlots.Invoke();
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if (slots.Count > 0 && destroyAdictionSlots && updateSlotCount)
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{
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for (int i = 0; i < slots.Count; i++)
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{
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yield return null;
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Destroy(slots[i].gameObject);
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}
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slots.Clear();
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}
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}
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else
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{
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if (slots.Count > _items.Count && destroyAdictionSlots && updateSlotCount)
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{
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int difference = slots.Count - _items.Count;
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for (int i = 0; i < difference; i++)
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{
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yield return null;
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Destroy(slots[0].gameObject);
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slots.RemoveAt(0);
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}
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}
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bool selecItem = false;
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onSubmitSlotCallback = onPickUpItemCallBack;
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onSelectCallback = onSelectSlotCallBack;
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if (slots == null) slots = new List<vItemSlot>();
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var count = items.Count;
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// if (updateSlotCount)
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{
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for (int i = 0; i < _items.Count; i++)
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{
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vItemSlot slot = null;
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if (i < slots.Count)
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{
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slot = slots[i];
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}
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else
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{
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slot = Instantiate(slotPrefab) as vItemSlot;
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slots.Add(slot);
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var rectTranform = slot.GetComponent<RectTransform>();
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rectTranform.SetParent(contentWindow);
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rectTranform.localPosition = Vector3.zero;
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rectTranform.localScale = Vector3.one;
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yield return null;
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}
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// slot = slots[i];
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slot.AddItem(_items[i]);
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slot.CheckItem(_items[i].isInEquipArea);
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slot.onSubmitSlotCallBack = OnSubmit;
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slot.onSelectSlotCallBack = OnSelect;
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if (currentItem != null && currentItem == _items[i])
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{
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selecItem = true;
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currentSelectedSlot = slot;
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SetSelectable(slot.gameObject);
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}
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slot.UpdateDisplays();
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}
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}
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if (slots.Count > 0 && !selecItem)
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{
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currentSelectedSlot = slots[0];
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StartCoroutine(SetSelectableHandle(slots[0].gameObject));
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}
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}
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if (slots.Count > 0)
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{
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onAddSlots.Invoke();
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CreateFullItemDescription(currentSelectedSlot);
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}
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onCompleteSlotListCallBack.Invoke(slots);
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}
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public virtual IEnumerator SetSelectableHandle(GameObject target)
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{
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if (this.enabled)
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{
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yield return WaitForEndOfFrame;
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SetSelectable(target);
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}
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}
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public virtual void SetSelectable(GameObject target)
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{
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var pointer = new PointerEventData(EventSystem.current);
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ExecuteEvents.Execute(EventSystem.current.currentSelectedGameObject, pointer, ExecuteEvents.pointerExitHandler);
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EventSystem.current.SetSelectedGameObject(target, new BaseEventData(EventSystem.current));
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ExecuteEvents.Execute(target, pointer, ExecuteEvents.selectHandler);
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}
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public virtual void OnSubmit(vItemSlot slot)
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{
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currentSelectedSlot = slot;
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onSubmitSlotCallback?.Invoke(slot);
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onSubmitSlot.Invoke(slot);
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}
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public virtual void OnSelect(vItemSlot slot)
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{
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currentSelectedSlot = slot;
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CreateFullItemDescription(slot);
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onSelectCallback?.Invoke(slot);
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onSelectSlot.Invoke(slot);
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}
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protected virtual void CreateFullItemDescription(vItemSlot slot)
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{
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var _name = slot && slot.item ? slot.item.name : "";
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var _type = slot && slot.item ? slot.item.ItemTypeText() : "";
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var _amount = slot && slot.item ? slot.item.amount.ToString() : "";
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var _description = slot && slot.item ? slot.item.description : "";
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var _attributes = slot && slot.item ? slot.item.GetItemAttributesText(ignoreAttributes) : "";
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if (displayNameText) displayNameText.text = _name;
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onChangeName.Invoke(_name);
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if (displayTypeText) displayTypeText.text = _type;
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onChangeType.Invoke(_type);
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if (displayAmountText) displayAmountText.text = _amount;
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onChangeAmount.Invoke(_amount);
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if (displayDescriptionText) displayDescriptionText.text = _description;
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onChangeDescription.Invoke(_description);
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if (displayAttributesText) displayAttributesText.text = _attributes;
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onChangeAttributes.Invoke(_attributes);
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}
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public virtual void OnCancel()
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{
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onCancelSlot.Invoke();
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}
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}
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} |