Scriptum/Assets/Scripts/UI/BasePanelController.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;
abstract public class BasePanelController : MonoBehaviour
{
[Header("Panel Information")]
[SerializeField] protected GameObject _panel;
[SerializeField] protected GameObject _blankSlot;
[SerializeField] protected Button _panelCloseButton;
[Header("Object Informations")]
[SerializeField] protected GameObject _instance;
// SYF
[Header("Dragged Informations")]
[SerializeField] protected Image _itemTemplate;
[SerializeField] protected Image _tmp;
[Header("Slots List")]
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[SerializeField] public int MAX_SLOT_CUNT = 6 * 8;
[SerializeField] public List<ISlot> _itemSlots = new List<ISlot>();
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public void Awake()
{
_instance = gameObject;
this.InitPanelSlots();
}
void Start()
{
if(_panelCloseButton)
{
_panelCloseButton.onClick.AddListener(CloseOnClick);
}
}
public abstract void CloseOnClick();
#region Main logic
protected abstract ISlot SetupSlot(int key, GameObject _parent);
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public void SetupDragAndDropToSlot(ISlot slot)
{
slot.OnBeginDragEvent += BeginDrag;
slot.OnEndDragEvent += EndDrag;
slot.OnDragEvent += Drag;
slot.OnDropEvent += Drop;
}
protected void InitPanelSlots()
{
if(_panel)
{
for(int i = 0; i < MAX_SLOT_CUNT; i++)
{
ISlot newSlot = SetupSlot(i, _panel);
// Set new Slot instance
_itemSlots.Add(newSlot);
// Assign events
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this.SetupDragAndDropToSlot(_itemSlots[i]);
}
}
}
protected void MakeDraggableItem(ItemSlot itemSlot)
{
if(_tmp)
{
_tmp.enabled = true;
return;
}
GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0];
if(globalGUI)
{
_tmp = Instantiate(_itemTemplate, _itemTemplate.transform.position, Quaternion.identity, globalGUI.transform);
_tmp.transform.localPosition = _panel.transform.position;
_tmp.sprite = itemSlot.Item.Image;
_tmp.transform.position = Input.mousePosition;
_tmp.enabled = true;
} else {
Debug.Log("Can't find global GUI object!!!");
}
}
#endregion
#region setup panel with content
public void Setup(Dictionary<int, Item> _items)
{
SetPanelItems(_items);
}
private void SetPanelItems(Dictionary<int, Item> _items)
{
foreach(int key in _items.Keys)
{
_itemSlots[key].SetItem(_items[key]);
}
}
#endregion
#region base panel operations
public bool AddItem(Item _item)
{
for(int i = 0; i < _itemSlots.Count; i++)
{
if(_itemSlots[i].Item == null)
{
_itemSlots[i].Item = _item;
return true;
}
}
return false;
}
public bool RemoveItem(Item _item)
{
for(int i = 0; i < _itemSlots.Count; i++)
{
if(_itemSlots[i].Item == _item)
{
_itemSlots[i].Item = null;
return true;
}
}
return false;
}
public bool IsFull()
{
for(int i = 0; i < _itemSlots.Count; i++)
{
if(_itemSlots[i].Item == null)
{
return false;
}
}
return true;
}
#endregion
#region Drag & Drop
public void BeginDrag(ItemSlot itemSlot)
{
if (itemSlot.Item != null)
{
InventoryManager.Instance.DraggedSlot = itemSlot;
MakeDraggableItem(itemSlot);
}
}
public void EndDrag(ItemSlot itemSlot)
{
InventoryManager.Instance.DraggedSlot = null;
DestroyImmediate(_tmp.gameObject, true);
// apply list of items
for (int i = 0; i < _itemSlots.Count; i++)
{
if (_itemSlots[i].Item != null)
{
_instance.GetComponent<BaseWarehouseController>().SetItemOnPosition(i, _itemSlots[i].Item);
}
else
{
_instance.GetComponent<BaseWarehouseController>().RemoveItemFromPosition(i);
}
}
}
public void Drag(ItemSlot itemSlot)
{
_tmp.transform.position = Input.mousePosition;
}
public void Drop(ItemSlot dropItemSlot)
{
if (dropItemSlot.CanReceiveItem(InventoryManager.Instance.DraggedSlot.Item) && InventoryManager.Instance.DraggedSlot.CanReceiveItem(dropItemSlot.Item))
{
EquippableItem dragItem = InventoryManager.Instance.DraggedSlot.Item as EquippableItem;
EquippableItem dropItem = dropItemSlot.Item as EquippableItem;
// for changing chest to evuuipment or onventory panel !!!!
// if(draggedSlot is EquipmentSlot)
// {
// if(dragItem != null) dragItem.Unequip(this);
// if(dropItem != null) dropItem.Equip(this);
// }
// if(dropItemSlot is EquipmentSlot)
// {
// if(dragItem != null) dragItem.Equip(this);
// if(dropItem != null) dropItem.Unequip(this);
// }
Item draggedItem = InventoryManager.Instance.DraggedSlot.Item; // remember temporary currently dragged item
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InventoryManager.Instance.DraggedSlot.Item = dropItemSlot.Item;
dropItemSlot.Item = draggedItem;
_instance.GetComponent<BaseWarehouseController>().SetItemOnPosition(InventoryManager.Instance.DraggedSlot.Number, InventoryManager.Instance.DraggedSlot.Item);
_instance.GetComponent<BaseWarehouseController>().SetItemOnPosition(dropItemSlot.Number, dropItemSlot.Item);
}
}
#endregion
}