88ab6bcee7
Add Shop panel & saving module
101 lines
2.7 KiB
C#
101 lines
2.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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public class EquipmentUIManager : UIWarehouseManager
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{
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public override int SLOTS_NUMBER => 9;
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public static new EquipmentUIManager Instance { get; protected set; }
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public const string ITEM_LOCALIZATION = "UiPanels/";
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public const string PANEL_NAME = "EquipmentPanel";
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public void Awake()
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{
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if (Instance == null)
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{
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Instance = this;
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}
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else
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{
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Destroy(gameObject);
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}
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}
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public override bool OpenPanel()
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{
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/**
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* We dont want to be able to open Inventory Panel when shop is opened
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*/
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if (ShopUIManager.Instance.GetPanelStatus())
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{
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return false;
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}
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return base.OpenPanel();
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}
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public override void SetupPanel()
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{
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base.SetupPanel();
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// setup models list
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DynamicPanel.GetComponent<EquipmentPanelController>().SetUp(Elements);
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}
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public override void UpdateList()
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{
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DynamicPanel.GetComponent<EquipmentPanelController>().BuildPanelContent(Elements);
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}
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protected override GameObject GetTemplatePanel()
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{
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// Resources = default path - Asset/Resources ... .obj
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return Resources.Load(ITEM_LOCALIZATION + PANEL_NAME) as GameObject;
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}
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#region Override list functions
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/// <summary>
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/// Function (SetItemOnPosition) to add slot with its number and item to list (which will be mapped with panel content)
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/// </summary>
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/// <param name="itemOnSlot"></param>
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public override void Add(IndexValuePair<int, EquippableItem> itemOnSlot)
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{
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if (!CheckIfSlotIsInRange(itemOnSlot.Key))
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throw new System.Exception($"Slot number: {itemOnSlot.Key} is out of range, avaiable: {SLOTS_NUMBER} slots");
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if (CheckIfSlotExists(itemOnSlot.Key) && !CheckIfPositionIsEmpty(itemOnSlot.Key))
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RemoveByPosition(itemOnSlot.Key);
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if (itemOnSlot.Value != null)
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{
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Elements.RemoveAll(equipment => equipment.Key == itemOnSlot.Key);
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Elements.Add(new IndexValuePair<int, EquippableItem>(itemOnSlot.Key, itemOnSlot.Value));
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UpdateList();
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}
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}
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public override void RemoveByPosition(int keyPosition)
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{
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if (!CheckIfSlotExists(keyPosition))
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return; // throw new System.Exception($"Slot with number: {keyPosition} don't exist");
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Debug.Log($"Remove from position: {keyPosition}");
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Elements.RemoveAll(equipment => equipment.Key == keyPosition);
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Elements.Add(new IndexValuePair<int, EquippableItem>(keyPosition, null));
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}
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#endregion
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}
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