using System.Collections; using System.Collections.Generic; using UnityEngine; public class UIManager : MonoBehaviour { public DialogueLineChannelSO OpenUIDialogueEvent; public VoidEventChannelSO CloseUIDialogueEvent; public VoidEventChannelSO OpenInventoryScreenEvent; public VoidEventChannelSO OpenInventoryScreenForCookingEvent; public VoidEventChannelSO CloseInventoryScreenEvent; public VoidEventChannelSO OnInteractionEndedEvent; public InteractionUIEventChannelSO SetInteractionEvent; private void OnEnable() { //Check if the event exists to avoid errors if (OpenUIDialogueEvent != null) { OpenUIDialogueEvent.OnEventRaised += OpenUIDialogue; } if (CloseUIDialogueEvent != null) { CloseUIDialogueEvent.OnEventRaised += CloseUIDialogue; } if (OpenInventoryScreenForCookingEvent != null) { OpenInventoryScreenForCookingEvent.OnEventRaised += SetInventoryScreenForCooking; } if (OpenInventoryScreenEvent != null) { OpenInventoryScreenEvent.OnEventRaised += SetInventoryScreen; } if (CloseInventoryScreenEvent != null) { CloseInventoryScreenEvent.OnEventRaised += CloseInventoryScreen; } if (SetInteractionEvent != null) { SetInteractionEvent.OnEventRaised += SetInteractionPanel; } } private void Start() { CloseUIDialogue(); } [SerializeField] DialogueUIController dialogueController = default; [SerializeField] InventoryFiller inventoryPanel; [SerializeField] UIInteractionPanelFiller interactionPanel; public void OpenUIDialogue(DialogueLineSO dialogueLine) { dialogueController.SetDialogue(dialogueLine); dialogueController.gameObject.SetActive(true); } public void CloseUIDialogue() { dialogueController.gameObject.SetActive(false); } public void SetInventoryScreenForCooking() { isForCooking = true; OpenInventoryScreen(); } public void SetInventoryScreen() { isForCooking = false; OpenInventoryScreen(); } bool isForCooking = false; void OpenInventoryScreen() { inventoryPanel.gameObject.SetActive(true); if (isForCooking) { inventoryPanel.FillInventory(TabType.recipe); } else { inventoryPanel.FillInventory(); } } public void CloseInventoryScreen() { inventoryPanel.gameObject.SetActive(false); if (isForCooking) { OnInteractionEndedEvent.RaiseEvent(); } } public void SetInteractionPanel(bool isOpenEvent, InteractionType interactionType) { if (isOpenEvent) { interactionPanel.FillInteractionPanel(interactionType); } interactionPanel.gameObject.SetActive(isOpenEvent); } }