88ab6bcee7
Add Shop panel & saving module
168 lines
4.6 KiB
C#
168 lines
4.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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public enum ShopItemCardMode
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{
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Buy,
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Sell
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}
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class ShopItemCardKeeper : MonoBehaviour
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{
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[Header("Current Item")]
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public EquippableItem SelectedItem;
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public int OriginSlotNumver;
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[Header("Shopping Card")]
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[SerializeField] private Button _buyButton;
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[SerializeField] private Button _sellButton;
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[Header("Item Preveiw Section")]
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[SerializeField] public ShopItemCardMode ShopMode;
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[SerializeField] private TextMeshProUGUI _itemPreviewName;
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[SerializeField] private TextMeshProUGUI _itemPreviewDescription;
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[SerializeField] private TextMeshProUGUI _itemPreviewStats;
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[SerializeField] private TextMeshProUGUI _itemPreviewStatsValue;
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[SerializeField] private Text _itemPreviewPrice;
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public void ShowItemDetails(ItemSlot itemSlot, ShopItemCardMode mode = ShopItemCardMode.Buy)
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{
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SelectedItem = itemSlot.Item;
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OriginSlotNumver = itemSlot.Number;
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ShopMode = mode;
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gameObject.active = true;
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BildCardContent();
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}
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public void BildCardContent()
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{
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// Clear poanel
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if (!SelectedItem)
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{
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_itemPreviewName.text = "";
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_itemPreviewDescription.text = "";
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_itemPreviewStats.text = "";
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_itemPreviewStatsValue.text = "";
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_itemPreviewPrice.text = "";
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_buyButton.gameObject.SetActive(false);
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_sellButton.gameObject.SetActive(false);
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return;
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}
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_itemPreviewName.text = SelectedItem.Name;
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_itemPreviewDescription.text = SelectedItem.Description;
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_itemPreviewStats.text = BuildItemStats();
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_itemPreviewStatsValue.text = SelectedItem.Value.ToString();
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_itemPreviewPrice.text = $"Price: {CountPrice()}";
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switch(ShopMode)
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{
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case ShopItemCardMode.Buy:
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{
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_sellButton.gameObject.SetActive(false);
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_buyButton.gameObject.SetActive(true);
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break;
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}
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case ShopItemCardMode.Sell:
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{
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_buyButton.gameObject.SetActive(false);
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_sellButton.gameObject.SetActive(true);
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break;
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}
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}
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}
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public string BuildItemStats()
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{
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if(SelectedItem.EquipmentType == EquipmentTypeEnum.Weapon)
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return $"Attack: \n";
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if (SelectedItem.EquipmentType == EquipmentTypeEnum.Helmet || SelectedItem.EquipmentType == EquipmentTypeEnum.Chest)
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return $"Deffence: \n";
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if (SelectedItem.EquipmentType == EquipmentTypeEnum.Boots)
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return $"Speed: \n";
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return "";
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}
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public int CountPrice()
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{
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return SelectedItem.Price;
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}
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public void BuyItem()
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{
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Debug.Log("Buy item");
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if (!_buyButton.IsActive())
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return;
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// TODO - CHECK PLAYER ACCOUNT
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// 1. Buy transaction
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// 1.1.1 Add to player Inventory Panel + refresh view
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InventoryUIManager.Instance.Add(SelectedItem);
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if (InventoryUIManager.Instance.GetPanelStatus())
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GameObject.FindObjectOfType<InventoryPanelController>().BuildPanelContent(InventoryUIManager.Instance.GetList());
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// 1.1.2 Save chnages in Inventory Panel
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SceneInventoryDataManager.Instance.SaveDynamicData();
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// 1.2.1 Remove item from Shop Panel
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ShopContentUIManager.Instance.RemoveByPosition(OriginSlotNumver);
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if (ShopUIManager.Instance.GetPanelStatus())
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GameObject.FindObjectOfType<ShopPanelController>().BuildPanelContent(ShopContentUIManager.Instance.GetList());
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// 1.2.2 Save chnages in Shop Panel
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SceneInventoryDataManager.Instance.SaveDynamicData();
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// 2. TODO - Player gold change & save
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}
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public void SellItem()
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{
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Debug.Log("Sell item");
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if (!_sellButton.IsActive())
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return;
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// 1. Sell transaction
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// 1.1.1 Remove from player Inventory Panel by position + refresh view
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InventoryUIManager.Instance.RemoveByPosition(OriginSlotNumver);
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if (InventoryUIManager.Instance.GetPanelStatus())
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GameObject.FindObjectOfType<InventoryPanelController>().BuildPanelContent(InventoryUIManager.Instance.GetList());
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// 1.1.2 Save chnages in Inventory Panel
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SceneInventoryDataManager.Instance.SaveDynamicData();
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// 2. TODO - Player gold change & save
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}
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} |