Files
beyond/Assets/Scripts/InvectorDerivatives/bEquipArea.cs

599 lines
22 KiB
C#

using System;
using Invector;
using Invector.vItemManager;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
using System.Linq;
namespace Beyond
{
[vClassHeader("Equip Area", openClose = false)]
public class bEquipArea : vMonoBehaviour
{
public delegate void OnPickUpItem(bEquipArea area, bItemSlot slot);
private const int powerChargesMaxValue = 100;
public OnPickUpItem onPickUpItemCallBack;
public bInventory inventory;
public bItemManager itemManager;
public bItemWindow itemPicker;
[Tooltip("Set current equiped slot when submit an slot of this area")]
public bool setEquipSlotWhenSubmit;
[Tooltip("Skip empty slots when switching between slots")]
public bool skipEmptySlots;
public List<bEquipSlot> equipSlots;
public string equipPointName;
public Text displayNameText;
public Text displayTypeText;
public Text displayAmountText;
public Text displayDescriptionText;
public Text displayAttributesText;
[vHelpBox("You can ignore display Attributes using this property")]
public List<bItemAttributes> ignoreAttributes;
// --- FIX 1: Initialize Events inline to prevent NullReferenceException ---
public UnityEngine.Events.UnityEvent onInitPickUpItem = new UnityEngine.Events.UnityEvent();
public UnityEngine.Events.UnityEvent onFinishPickUpItem = new UnityEngine.Events.UnityEvent();
public InputField.OnChangeEvent onChangeName;
public InputField.OnChangeEvent onChangeType;
public InputField.OnChangeEvent onChangeAmount;
public InputField.OnChangeEvent onChangeDescription;
public InputField.OnChangeEvent onChangeAttributes;
public OnChangeEquipmentEvent onEquipItem = new OnChangeEquipmentEvent();
public OnChangeEquipmentEvent onUnequipItem = new OnChangeEquipmentEvent();
public OnSelectEquipArea onSelectEquipArea = new OnSelectEquipArea();
// ------------------------------------------------------------------------
public event Action OnItemUsed;
public UnityEngine.UI.Toggle.ToggleEvent onSetLockToEquip = new UnityEngine.UI.Toggle.ToggleEvent();
[HideInInspector]
public bEquipSlot currentSelectedSlot;
public bEquipSlot lastSelectedSlot;
[HideInInspector]
public int indexOfEquippedItem;
public bItem lastEquipedItem;
protected bool _isLockedToEquip;
[vHelpBox("Select what ItemType this EquipSlot will equip", vHelpBoxAttribute.MessageType.Warning)]
public List<bItemType> itemTypes;
private List<bItem> items = new();
private List<int> usedIndexes = new();
private List<bItem> gemableWeapons = new();
private bItem selectedPowerableItem;
private int selectedGemableItemIndex;
public bool isLockedToEquip
{
get { return _isLockedToEquip; }
set
{
if (_isLockedToEquip != value) onSetLockToEquip.Invoke(value);
_isLockedToEquip = value;
}
}
public bool ignoreEquipEvents;
internal bool isInit;
public void Init()
{
if (!isInit) Start();
}
private void Start()
{
if (!isInit)
{
isInit = true;
// Dependencies
if (inventory == null) inventory = GetComponentInParent<bInventory>();
if (inventory == null && Player.Instance != null && Player.Instance.ItemManager != null)
inventory = Player.Instance.ItemManager.inventory;
itemManager = Player.Instance != null ? Player.Instance.GetComponent<bItemManager>() : null;
if (equipSlots.Count == 0)
{
var equipSlotsArray = GetComponentsInChildren<bEquipSlot>(true);
equipSlots = equipSlotsArray.vToList();
}
foreach (bEquipSlot slot in equipSlots)
{
slot.SetInventory(this.inventory); // Explicitly set inventory
slot.onSubmitSlotCallBack = OnSubmitSlot;
slot.onSelectSlotCallBack = OnSelectSlot;
slot.onDeselectSlotCallBack = OnDeselect;
onSetLockToEquip.AddListener(slot.SetLockToEquip);
if (slot.displayAmountText) slot.displayAmountText.text = "";
slot.onChangeAmount.Invoke("");
}
}
if (itemPicker)
{
itemPicker.onSelectSlot.AddListener(SetPowerableWeaponImage);
}
}
public void SetEquipmentWindow()
{
itemPicker.CreateEquipmentWindow(inventory.items, itemTypes, equipSlots[0].item, OnPickItem);
}
public void SetNewItemWindow(bItemWindow newItemPicker)
{
if (itemPicker) DisableItemWindow();
itemPicker = newItemPicker;
EnableItemWindow();
}
public void DisableItemWindow() => itemPicker.gameObject.SetActive(false);
public void EnableItemWindow() => itemPicker.gameObject.SetActive(true);
public void SetEquipmentwindowWithFilter(List<bItemType> types)
{
itemPicker.CreateEquipmentWindow(inventory.items, types, null, OnPickItem);
}
public void SetEquipmentWindowsUsableWithFilter(List<bItemType> types)
{
itemPicker.CreateEquipmentWindowUsable(inventory.items, types, equipSlots[0].item, OnPickItem);
}
private void SetOccupiedIndexes()
{
usedIndexes.Clear();
for (int i = 0; i < equipSlots.Count; i++)
{
if (equipSlots[i].isOcupad())
usedIndexes.Add(i);
}
}
public bool IsAnyItemEquipped()
{
for (int i = 0; i < equipSlots.Count; i++) if (equipSlots[i].isOcupad()) return true;
return false;
}
public bEquipSlot currentEquippedSlot => equipSlots[indexOfEquippedItem];
public bItem currentEquippedItem
{
get
{
var validEquipSlots = ValidSlots;
if (validEquipSlots.Count > 0 && indexOfEquippedItem >= 0 && indexOfEquippedItem < validEquipSlots.Count) return validEquipSlots[indexOfEquippedItem].item;
return null;
}
}
public List<bEquipSlot> ValidSlots => equipSlots.FindAll(slot => slot.isValid && (!skipEmptySlots || slot.item != null));
public bool ContainsItem(vItem item) => ValidSlots.Find(slot => slot.item == item) != null;
private void UseItemInternal(bItem item)
{
if (item.type == bItemType.Gemstones)
{
if (gemableWeapons.Count < 1 || gemableWeapons[selectedGemableItemIndex] == null)
{
if (bItemCollectionDisplay.Instance && item.type == bItemType.Gemstones && item)
{
Player.Instance.PlayFullyChargedSound();
if (PopupMenuController.Instance != null)
PopupMenuController.Instance.TryToShowPopupMesssage("No proper weapons available");
return;
}
}
else
{
bItemAttribute powerAttribute = gemableWeapons[selectedGemableItemIndex].attributes.First(attribute => attribute.name == bItemAttributes.Power);
if (powerAttribute.value >= powerChargesMaxValue)
{
Player.Instance.PlayFullyChargedSound();
if (PopupMenuController.Instance != null)
PopupMenuController.Instance.TryToShowPopupMesssage(gemableWeapons[selectedGemableItemIndex].name + " is already fully charged");
return;
}
powerAttribute.value += item.GetItemAttribute(bItemAttributes.Power).value;
if (powerAttribute.value > powerChargesMaxValue) powerAttribute.value = powerChargesMaxValue;
}
}
inventory.OnUseItem(item);
}
public void UseItem()
{
if (itemManager.UsingItem) return;
UseItemInternal(itemPicker.currentSelectedSlot.item);
}
public void UseItem(bEquipSlot equipSlot)
{
bItem itemBeingUsed = equipSlot.item;
FindGemableWeapons();
UseItemInternal(itemBeingUsed);
}
public void UseEquippedItem()
{
inventory.OnUseItem(currentEquippedItem);
}
public void OnSubmitSlot(bItemSlot slot)
{
lastSelectedSlot = currentSelectedSlot;
if (itemPicker != null)
{
currentSelectedSlot = slot as bEquipSlot;
if (setEquipSlotWhenSubmit)
{
SetEquipSlot(equipSlots.IndexOf(currentSelectedSlot));
}
itemPicker.gameObject.SetActive(true);
itemPicker.onCancelSlot.RemoveAllListeners();
itemPicker.onCancelSlot.AddListener(CancelCurrentSlot);
itemPicker.CreateEquipmentWindow(inventory.items, currentSelectedSlot.itemType, slot.item, OnPickItem);
onInitPickUpItem.Invoke();
}
}
public void CancelCurrentSlot()
{
if (currentSelectedSlot == null) currentSelectedSlot = lastSelectedSlot;
if (currentSelectedSlot != null) currentSelectedSlot.OnCancel();
onFinishPickUpItem.Invoke();
}
public void UnequipItem(bEquipSlot slot)
{
if (slot)
{
bItem item = slot.item;
if (ValidSlots[indexOfEquippedItem].item == item) lastEquipedItem = item;
slot.RemoveItem();
onUnequipItem.Invoke(this, item);
}
}
public void UnequipItem(bItem item)
{
var slot = ValidSlots.Find(_slot => _slot.item == item);
if (slot)
{
if (ValidSlots[indexOfEquippedItem].item == item) lastEquipedItem = item;
slot.RemoveItem();
onUnequipItem.Invoke(this, item);
}
}
public void UnequipCurrentItem()
{
if (currentSelectedSlot && currentSelectedSlot.item)
{
var _item = currentSelectedSlot.item;
if (ValidSlots[indexOfEquippedItem].item == _item) lastEquipedItem = _item;
currentSelectedSlot.RemoveItem();
onUnequipItem.Invoke(this, _item);
}
}
public void OnSelectSlot(bItemSlot slot)
{
if (equipSlots.Contains(slot as bEquipSlot))
currentSelectedSlot = slot as bEquipSlot;
else currentSelectedSlot = null;
onSelectEquipArea.Invoke(this);
CreateFullItemDescription(slot);
}
public void OnDeselect(bItemSlot slot)
{
if (equipSlots.Contains(slot as bEquipSlot))
currentSelectedSlot = null;
}
protected virtual void CreateFullItemDescription(bItemSlot slot)
{
var _name = slot.item ? slot.item.name : "";
var _type = slot.item ? slot.item.ItemTypeText() : "";
var _amount = slot.item ? slot.item.amount.ToString() : "";
var _description = slot.item ? slot.item.description : "";
var _attributes = slot.item ? slot.item.GetItemAttributesText(ignoreAttributes) : "";
if (displayNameText) displayNameText.text = _name;
onChangeName.Invoke(_name);
if (displayTypeText) displayTypeText.text = _type;
onChangeType.Invoke(_type);
if (displayAmountText) displayAmountText.text = _amount;
onChangeAmount.Invoke(_amount);
if (displayDescriptionText) displayDescriptionText.text = _description;
onChangeDescription.Invoke(_description);
if (displayAttributesText) displayAttributesText.text = _attributes;
onChangeAttributes.Invoke(_attributes);
}
// --- FIX 2: Safer OnPickItem implementation ---
public void OnPickItem(bItemSlot slot)
{
if (usedIndexes.Count == 0) SetOccupiedIndexes();
// 1. Unequip if checked
if (slot.isChecked)
{
bEquipSlot occupiedSlot = equipSlots.Find(eSlot => eSlot.item == slot.item);
if (occupiedSlot != null) // Check if slot was actually found
{
usedIndexes.Remove(equipSlots.IndexOf(occupiedSlot));
occupiedSlot.RemoveItem();
onUnequipItem?.Invoke(this, slot.item); // Safe Invoke
}
onFinishPickUpItem?.Invoke(); // Safe Invoke
return;
}
// 2. Fill first free slot
bEquipSlot freeSlot = equipSlots.Find(eslot => !eslot.isOcupad() && eslot.isValid && eslot.itemType.Contains(slot.item.type));
if (freeSlot)
{
onPickUpItemCallBack?.Invoke(this, slot);
freeSlot.AddItem(slot.item);
if (!ignoreEquipEvents)
{
onEquipItem?.Invoke(this, slot.item);
}
onFinishPickUpItem?.Invoke();
usedIndexes.Add(equipSlots.IndexOf(freeSlot));
return;
}
// 3. Swap with oldest (FIFO) if full
if (usedIndexes.Count > 0)
{
int slotIndexToTake = -1;
// Iterate through used indexes to find a compatible slot
for (int i = 0; i < usedIndexes.Count; i++)
{
int idx = usedIndexes[i];
if (equipSlots[idx].itemType.Contains(slot.item.type))
{
slotIndexToTake = idx;
usedIndexes.RemoveAt(i);
usedIndexes.Add(idx);
break;
}
}
// If we found a compatible slot to swap
if (slotIndexToTake != -1)
{
bEquipSlot slotToBeTaken = equipSlots[slotIndexToTake];
if (slotToBeTaken.isOcupad())
{
onUnequipItem?.Invoke(this, slotToBeTaken.item);
slotToBeTaken.RemoveItem();
}
onPickUpItemCallBack?.Invoke(this, slot);
slotToBeTaken.AddItem(slot.item);
if (!ignoreEquipEvents)
{
onEquipItem?.Invoke(this, slot.item);
}
}
}
onFinishPickUpItem?.Invoke();
}
// ----------------------------------------------
void FindGemableWeapons()
{
List<bItemType> weaponTypes = new List<bItemType>() { bItemType.Swords, bItemType.Axes };
gemableWeapons = inventory.items.FindAll(item => weaponTypes.Contains(item.type) && item.GetItemAttribute(bItemAttributes.Power) != null);
selectedGemableItemIndex = 0;
}
private void SetPowerableWeaponImage(bItemSlot itemSelected)
{
if (itemSelected.item.type == bItemType.Gemstones)
{
FindGemableWeapons();
if (gemableWeapons.Count > 0)
{
selectedPowerableItem = gemableWeapons[selectedGemableItemIndex];
itemPicker.SetPowerableSwitchSwordImage(selectedPowerableItem);
}
}
}
public void SwitchPowerableWeapon()
{
if (gemableWeapons.Count < 1)
{
itemPicker.SetPowerableSwitchSwordImage(null);
return;
}
selectedGemableItemIndex++;
if (selectedGemableItemIndex >= gemableWeapons.Count)
{
selectedGemableItemIndex = 0;
}
selectedPowerableItem = gemableWeapons[selectedGemableItemIndex];
itemPicker.SetPowerableSwitchSwordImage(selectedPowerableItem);
}
public void NextEquipSlot()
{
if (equipSlots == null || equipSlots.Count == 0) return;
lastEquipedItem = currentEquippedItem;
var validEquipSlots = ValidSlots;
if (indexOfEquippedItem + 1 < validEquipSlots.Count)
indexOfEquippedItem++;
else
indexOfEquippedItem = 0;
if (currentEquippedItem != null && !ignoreEquipEvents)
onEquipItem?.Invoke(this, currentEquippedItem);
onUnequipItem?.Invoke(this, lastEquipedItem);
}
public void PreviousEquipSlot()
{
if (equipSlots == null || equipSlots.Count == 0) return;
lastEquipedItem = currentEquippedItem;
var validEquipSlots = ValidSlots;
if (indexOfEquippedItem - 1 >= 0)
indexOfEquippedItem--;
else
indexOfEquippedItem = validEquipSlots.Count - 1;
if (currentEquippedItem != null && !ignoreEquipEvents)
onEquipItem?.Invoke(this, currentEquippedItem);
onUnequipItem?.Invoke(this, lastEquipedItem);
}
public void SetEquipSlot(int indexOfSlot)
{
if (equipSlots == null || equipSlots.Count == 0) return;
if (indexOfSlot < equipSlots.Count && indexOfSlot >= 0)
{
lastEquipedItem = currentEquippedItem;
indexOfEquippedItem = indexOfSlot;
if (currentEquippedItem != null && !ignoreEquipEvents)
{
onEquipItem?.Invoke(this, currentEquippedItem);
}
if (currentEquippedItem != lastEquipedItem)
onUnequipItem?.Invoke(this, lastEquipedItem);
}
}
public void EquipCurrentSlot()
{
if (!currentEquippedSlot || (currentEquippedSlot.item != null && currentEquippedSlot.item.isEquiped)) return;
if (currentEquippedItem) onEquipItem?.Invoke(this, currentEquippedItem);
else if (lastEquipedItem) onUnequipItem?.Invoke(this, lastEquipedItem);
}
public void AddItemToEquipSlot(bItemSlot slot, bItem item, bool autoEquip = false)
{
if (slot is bEquipSlot && equipSlots.Contains(slot as bEquipSlot))
{
AddItemToEquipSlot(equipSlots.IndexOf(slot as bEquipSlot), item, autoEquip);
}
}
public void AddItemToEquipSlot(int indexOfSlot, bItem item, bool autoEquip = false)
{
if (indexOfSlot < equipSlots.Count && item != null && item.canBeUsed)
{
var slot = equipSlots[indexOfSlot];
if (slot != null && slot.isValid && slot.itemType.Contains(item.type))
{
var sameSlot = equipSlots.Find(s => s.item == item && s != slot);
if (sameSlot != null)
RemoveItemOfEquipSlot(equipSlots.IndexOf(sameSlot));
if (slot.item != null && slot.item != item)
{
if (currentEquippedItem == slot.item) lastEquipedItem = slot.item;
slot.item.isInEquipArea = false;
onUnequipItem?.Invoke(this, slot.item);
}
item.checkColor = slot.checkColor;
item.isInEquipArea = true;
slot.AddItem(item);
if (autoEquip)
SetEquipSlot(indexOfSlot);
else if (!ignoreEquipEvents)
onEquipItem?.Invoke(this, item);
}
}
}
public void RemoveItemOfEquipSlot(bItemSlot slot)
{
if (slot is bEquipSlot && equipSlots.Contains(slot as bEquipSlot))
{
RemoveItemOfEquipSlot(equipSlots.IndexOf(slot as bEquipSlot));
}
}
public void RemoveItemOfEquipSlot(int indexOfSlot)
{
if (indexOfSlot < equipSlots.Count)
{
var slot = equipSlots[indexOfSlot];
if (slot != null && slot.item != null)
{
var item = slot.item;
item.isInEquipArea = false;
if (currentEquippedItem == item) lastEquipedItem = currentEquippedItem;
slot.RemoveItem();
onUnequipItem?.Invoke(this, item);
}
}
}
public void AddCurrentItem(bItem item)
{
if (indexOfEquippedItem < equipSlots.Count)
{
var slot = equipSlots[indexOfEquippedItem];
if (slot.item != null && item != slot.item)
{
if (currentEquippedItem == slot.item) lastEquipedItem = slot.item;
slot.item.isInEquipArea = false;
onUnequipItem?.Invoke(this, currentSelectedSlot.item);
}
slot.AddItem(item);
if (!ignoreEquipEvents) onEquipItem?.Invoke(this, item);
}
}
public void RemoveCurrentItem()
{
if (!currentEquippedItem) return;
lastEquipedItem = currentEquippedItem;
ValidSlots[indexOfEquippedItem].RemoveItem();
onUnequipItem?.Invoke(this, lastEquipedItem);
}
}
}