Files
beyond/Assets/Scripts/UI/ConsumablesButtonController.cs

223 lines
7.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Invector.vMelee;
using UnityEngine;
using UnityEngine.UI;
namespace Beyond
{
public class ConsumablesButtonController : MonoBehaviour
{
public bEquipArea equipArea;
public Image image;
public GameObject imageParent;
private int currentIndex = 0;
private string imagePath = "";
private bool isLocked = false;
private float lockDuration = 0.5f;
[SerializeField]
private bItemType itemType;
[SerializeField]
private ImagePulser imagePulser;
[SerializeField]
private bool pulseImage = true;
//override
private float pulseSpeed = 10f;
/// <summary>
/// to set image properly for disabled
/// </summary>
private event Action onEnabled;
private bool m_currentWeaponGemable = false;
private bItem m_currentWeapon = null;
private bItemAttribute m_weaponPowerAttribute;
private PlayerAttribute faith;
// Start is called before the first frame update
private void Awake()
{
//SetConsumableButton();
equipArea.equipSlots.ForEach(slot => slot.onAddItem.AddListener(SetConsumableButton));
equipArea.equipSlots.ForEach(slot => slot.onRemoveItem.AddListener(SetConsumableButton));
Player.Instance.ItemManager.onEquipItem.AddListener(OnEquipWeapon);
Player.Instance.ItemManager.onUnequipItem.AddListener(OnUnequipWeapon);
//start with 0, end on 2. On consume, equipped recheck binding here
}
void Start()
{
if (itemType == bItemType.ConsumablesFaith)
{
faith = Player.Instance.GetAttribute("Faith");
}
}
//this 2 methods are only for gems - to check if button should be visible for gemable weapon
private void OnEquipWeapon(bEquipArea area, bItem weapon)
{
if (itemType != bItemType.Gemstones || weapon.type == bItemType.Gemstones)
{
return;
}
//Debug.Log("On Unequiped weapon in area: "+area.name+" weapon: "+weapon.name);
//if current button type is gemstone, check if button should be active
m_currentWeapon = area.currentEquippedItem;
m_weaponPowerAttribute = m_currentWeapon.GetItemAttribute(bItemAttributes.Power);
m_currentWeaponGemable = m_weaponPowerAttribute !=null;
SetConsumableButton();
}
private void OnUnequipWeapon(bEquipArea area, bItem weapon)
{
if (itemType != bItemType.Gemstones || weapon.type == bItemType.Gemstones)
{
return;
}
//Debug.Log("On Unequiped weapon in area: "+area.name+" weapon: "+weapon.name);
if (m_currentWeaponGemable && weapon.GetItemAttribute(bItemAttributes.Power) !=null)
{
m_currentWeaponGemable = false;
m_weaponPowerAttribute = null;
}
}
public void EnablePulsing(bool e)
{
if (!imagePulser)
return;
pulseImage = e;
}
void Update()
{
if (imagePulser == null || !pulseImage)
return;
float value;
imagePulser.speed = pulseSpeed;
imagePulser.scaleAmount = 1.2f;
switch (itemType)
{
case bItemType.Consumable:
value = Player.Instance.CurrentHealth / Player.Instance.MaxHealth;
if (value > 0.25)
imagePulser.StopPulsing();
else
imagePulser.StartPulsing();
break;
case bItemType.ConsumablesFaith:
value = faith.AttributeCurrentValue / faith.AttributeMaxValue;
if (value > 0.25)
imagePulser.StopPulsing();
else
imagePulser.StartPulsing();
break;
case bItemType.Gemstones:
if (m_weaponPowerAttribute != null)
{
if (m_weaponPowerAttribute.value > 1)
{
imagePulser.StopPulsing();
}
else
{
imagePulser.StartPulsing();
}
}
break;
}
}
private void OnEnable()
{
//because unloaded in menu image needs to be reloaded again
if (imagePath.Length > 1)
{
image.sprite = Resources.Load<Sprite>(imagePath);
}
isLocked = false;
}
private void OnDestroy()
{
if (equipArea)
{
equipArea.equipSlots.ForEach(slot => slot.onAddItem.RemoveListener(SetConsumableButton));
equipArea.equipSlots.ForEach(slot => slot.onRemoveItem.RemoveListener(SetConsumableButton));
Player.Instance.ItemManager.onEquipItem.RemoveListener(OnEquipWeapon);
Player.Instance.ItemManager.onEquipItem.RemoveListener(OnUnequipWeapon);
}
}
public void SetConsumableButton(bItem itemDefault = null)
{
// Debug.LogError("setting here");
bool hasFoundConsumable = false;
int count = equipArea.equipSlots.Count;
imagePath = "";
for (int i = 0; i < count; i++)
{
bItem item = equipArea.equipSlots[i].item;
if (item != null && item.type == itemType)
{
TryToUnloadOldImage();
imagePath = item.iconPath;
image.sprite = Resources.Load<Sprite>(imagePath);
currentIndex = i;
i = count;
hasFoundConsumable = true;
}
}
if (!hasFoundConsumable)
{
imageParent.SetActive(false);
}
//if current weapon is geamable, then show button only if button type is gemstone
else if (itemType == bItemType.Gemstones)
{
imageParent.SetActive(m_currentWeaponGemable);
}
else
{
imageParent.SetActive(true);
}
onEnabled = null;
}
private void TryToUnloadOldImage()
{
if (image.sprite != null)
{
Resources.UnloadAsset(image.sprite);
//Resources.UnloadUnusedAssets();
}
}
public void ConsumeItem()
{
if (isLocked)
{
return;
}
//short button lock would be nice here
equipArea.UseItem(equipArea.equipSlots[currentIndex]);
SetConsumableButton();
isLocked = true;
StartCoroutine(UnlockButtonCoroutine());
}
private IEnumerator UnlockButtonCoroutine()
{
yield return new WaitForSeconds(lockDuration);
isLocked = false;
}
}
}