Scriptum/Assets/Scripts/REFACTORING/Application/UI/Panel/SkillsPanelController.cs

104 lines
3.2 KiB
C#
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2022-12-25 03:39:31 +01:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using TMPro;
using UnityEngine;
public class SkillsPanelController : MonoBehaviour
{
[Header("Current Value")]
public int FreePoints = 0;
[Header("Skills Section")]
[SerializeField] private GameObject FreePointsLabel;
[SerializeField] private GameObject HealthPointsLabel;
[SerializeField] private GameObject StrenghtPointsLabel;
[SerializeField] private GameObject DefensePointsLabel;
[SerializeField] private GameObject InteligencePointsLabel;
public void Start()
{
// Get current remembered value
var skillsPointManager = SkillsPointsManger.Instance;
if (skillsPointManager == null)
throw new NullReferenceException("AccountBalanceManager not found!!!");
// Fetch data from global scene manager responsible for player skill spoints
RefreshPanelView(
skillsPointManager.FreePoints,
skillsPointManager.StrenghtPoints,
skillsPointManager.DefensePoints,
skillsPointManager.HealthPoints,
skillsPointManager.InteligencePoints
);
}
public void RefreshPanelView(
int freePoints,
int strenghtPoints,
int defensePoints,
int healthPoints,
int inteligencePoints
) {
FreePointsLabel.transform.Find("Layer").transform.Find("Value").GetComponent<TextMeshProUGUI>().text = $"{freePoints}";
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FreePoints = freePoints;
BildSkillLabelContent(HealthPointsLabel, healthPoints);
BildSkillLabelContent(StrenghtPointsLabel, strenghtPoints);
BildSkillLabelContent(DefensePointsLabel, defensePoints);
BildSkillLabelContent(InteligencePointsLabel, inteligencePoints);
}
public void BildSkillLabelContent(GameObject skillPanelLabel, int value)
{
skillPanelLabel.transform.Find("Layer").transform.Find("Value").GetComponent<TextMeshProUGUI>().text = $"{value}";
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if (FreePoints > 0)
skillPanelLabel.transform.Find("Button").gameObject.active = true;
else
skillPanelLabel.transform.Find("Button").gameObject.active = false;
}
#region spend skills points actions
public void IncreaseHealth()
{
FreePoints -= 1;
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_FREE_POINTS, FreePoints);
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().AddHealthPoint();
}
public void IncreaseStrenght()
{
FreePoints -= 1;
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_FREE_POINTS, FreePoints);
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().AddStrengthPoint();
}
public void IncreaseDefence()
{
FreePoints -= 1;
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_FREE_POINTS, FreePoints);
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().AddDefensePoint();
}
public void IncreaseInteligence()
{
FreePoints -= 1;
PlayerPrefs.SetInt(SkillsPointsManger.PLAYER_SKILS_FREE_POINTS, FreePoints);
GameObject.FindGameObjectWithTag("Player").GetComponent<Player>().AddIntelligencePoint();
}
#endregion
}