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402 行
8.4 KiB

using System.Collections.Generic;
using UnityEngine;
public class UIInventoryManager : MonoBehaviour
{
[SerializeField]
private Inventory _currentInventory = default;
[SerializeField]
private InventoryItemFiller _itemPrefab = default;
[SerializeField]
private GameObject _contentParent = default;
[SerializeField]
private InspectorFiller _inspectorFiller = default;
[SerializeField]
private InventoryTypeTabsFiller _tabFiller = default;
[SerializeField]
private InventoryButtonFiller _buttonFiller = default;
InventoryTabType _selectedTab = default;
[SerializeField]
List<InventoryTabType> _tabTypesList = new List<InventoryTabType>();
private int selectedItemId = -1;
[SerializeField]
private List<InventoryItemFiller> _instanciatedItems = default;
[SerializeField]
private ItemEventChannelSO _cookRecipeEvent = default;
[SerializeField]
private ItemEventChannelSO _useItemEvent = default;
[SerializeField]
private ItemEventChannelSO _equipItemEvent = default;
[SerializeField]
private TabEventChannelSO _changeTabEvent = default;
[SerializeField]
private ItemEventChannelSO _selectItemEvent = default;
[SerializeField]
private VoidEventChannelSO _actionButtonClicked = default;
[SerializeField]
private VoidEventChannelSO _onInteractionEndedEvent = default;
[SerializeField]
private InputReader _inputReader = default;
private void OnEnable()
{
//Check if the event exists to avoid errors
_actionButtonClicked.OnEventRaised += ActionButtonEventRaised;
_changeTabEvent.OnEventRaised += ChangeTabEventRaised;
_selectItemEvent.OnEventRaised += InspectItem;
_onInteractionEndedEvent.OnEventRaised += InteractionEnded;
_inputReader.menuSwitchTab += SwitchTab;
}
private void OnDisable()
{
_actionButtonClicked.OnEventRaised -= ActionButtonEventRaised;
_changeTabEvent.OnEventRaised -= ChangeTabEventRaised;
_selectItemEvent.OnEventRaised -= InspectItem;
}
public void SwitchTab(float orientation)
{
if(orientation!=0)
{
bool isLeft = orientation < 0;
int initialIndex = _tabTypesList.FindIndex(o => o == _selectedTab);
if (initialIndex != -1)
{
if (isLeft)
{
initialIndex--;
}
else
{
initialIndex++;
}
initialIndex= Mathf.Clamp(initialIndex, 0, _tabTypesList.Count-1);
}
ChangeTabEventRaised(_tabTypesList[initialIndex]);
}
}
bool isNearPot = false;
public void FillInventory(TabType _selectedTabType = TabType.none, bool _isNearPot = false)
{
isNearPot = _isNearPot;
if ((_selectedTabType != TabType.none) && (_tabTypesList.Exists(o => o.TabType == _selectedTabType)))
{
_selectedTab = _tabTypesList.Find(o => o.TabType == _selectedTabType);
}
else
{
if (_tabTypesList != null)
{
if (_tabTypesList.Count > 0)
{
_selectedTab = _tabTypesList[0];
}
}
}
if (_selectedTab != null)
{
FillTypeTabs(_tabTypesList, _selectedTab);
List<ItemStack> listItemsToShow = new List<ItemStack>();
listItemsToShow = _currentInventory.Items.FindAll(o => o.Item.ItemType.TabType == _selectedTab);
FillItems(listItemsToShow);
}
else
{
Debug.Log("There's no item tab type ");
}
}
public void InteractionEnded()
{
isNearPot = false;
}
void FillTypeTabs(List<InventoryTabType> typesList, InventoryTabType selectedType)
{
_tabFiller.FillTabs(typesList, selectedType, _changeTabEvent);
}
void FillItems(List<ItemStack> listItemsToShow)
{
if (_instanciatedItems == null)
_instanciatedItems = new List<InventoryItemFiller>();
int maxCount = Mathf.Max(listItemsToShow.Count, _instanciatedItems.Count);
for (int i = 0; i < maxCount; i++)
{
if (i < listItemsToShow.Count)
{
if (i >= _instanciatedItems.Count)
{
//instantiate
InventoryItemFiller instantiatedPrefab = Instantiate(_itemPrefab, _contentParent.transform) as InventoryItemFiller;
_instanciatedItems.Add(instantiatedPrefab);
}
//fill
bool isSelected = selectedItemId == i;
_instanciatedItems[i].SetItem(listItemsToShow[i], isSelected, _selectItemEvent);
}
else if (i < _instanciatedItems.Count)
{
//Desactive
_instanciatedItems[i].SetInactiveItem();
}
}
HideItemInformation();
//unselect selected Item
if (selectedItemId >= 0)
{
UnselectItem(selectedItemId);
selectedItemId = -1;
}
//hover First Element
if (_instanciatedItems.Count > 0)
{
_instanciatedItems[0].SelectFirstElement();
}
}
public void UpdateOnItemInInventory(ItemStack itemToUpdate, bool removeItem)
{
if (_instanciatedItems == null)
_instanciatedItems = new List<InventoryItemFiller>();
if (removeItem)
{
if (_instanciatedItems.Exists(o => o._currentItem == itemToUpdate))
{
int index = _instanciatedItems.FindIndex(o => o._currentItem == itemToUpdate);
_instanciatedItems[index].SetInactiveItem();
}
}
else
{
int index = 0;
//if the item has already been created
if (_instanciatedItems.Exists(o => o._currentItem == itemToUpdate))
{
index = _instanciatedItems.FindIndex(o => o._currentItem == itemToUpdate);
}
//if the item needs to be created
else
{
//if the new item needs to be instantiated
if (_currentInventory.Items.Count > _instanciatedItems.Count)
{
//instantiate
InventoryItemFiller instantiatedPrefab = Instantiate(_itemPrefab, _contentParent.transform) as InventoryItemFiller;
_instanciatedItems.Add(instantiatedPrefab);
}
//find the last instantiated game object not used
index = _currentInventory.Items.Count;
}
//set item
bool isSelected = selectedItemId == index;
_instanciatedItems[index].SetItem(itemToUpdate, isSelected, _selectItemEvent);
}
}
public void InspectItem(Item itemToInspect)
{
if (_instanciatedItems.Exists(o => o._currentItem.Item == itemToInspect))
{
int itemIndex = _instanciatedItems.FindIndex(o => o._currentItem.Item == itemToInspect);
//unselect selected Item
if (selectedItemId >= 0 && selectedItemId != itemIndex)
UnselectItem(selectedItemId);
//change Selected ID
selectedItemId = itemIndex;
//show Information
ShowItemInformation(itemToInspect);
//check if interactable
bool isInteractable = true;
_buttonFiller.gameObject.SetActive(true);
if (itemToInspect.ItemType.ActionType == ItemInventoryActionType.cook)
{
isInteractable = _currentInventory.hasIngredients(itemToInspect.IngredientsList) && isNearPot;
}
else if (itemToInspect.ItemType.ActionType == ItemInventoryActionType.doNothing)
{
isInteractable = false;
_buttonFiller.gameObject.SetActive(false);
}
//set button
_buttonFiller.FillInventoryButtons(itemToInspect.ItemType, isInteractable);
}
}
void ShowItemInformation(Item item)
{
bool[] availabilityArray = _currentInventory.IngredientsAvailability(item.IngredientsList);
_inspectorFiller.FillItemInspector(item, availabilityArray);
}
void HideItemInformation()
{
_buttonFiller.gameObject.SetActive(false);
_inspectorFiller.HideItemInspector();
}
void UnselectItem(int itemIndex)
{
if (_instanciatedItems.Count > itemIndex)
{
_instanciatedItems[itemIndex].UnselectItem();
}
}
void ActionButtonEventRaised()
{
if (_actionButtonClicked != null)
{
//find the selected Item
if (_instanciatedItems.Count > selectedItemId && selectedItemId > -1)
{
//find the item
Item itemToActOn = new Item();
itemToActOn = _instanciatedItems[selectedItemId]._currentItem.Item;
//check the selected Item type
//call action function depending on the itemType
switch (itemToActOn.ItemType.ActionType)
{
case ItemInventoryActionType.cook:
CookRecipe(itemToActOn);
break;
case ItemInventoryActionType.use:
UseItem(itemToActOn);
break;
case ItemInventoryActionType.equip:
EquipItem(itemToActOn);
break;
default:
break;
}
}
}
}
void UseItem(Item itemToUse)
{
Debug.Log("USE ITEM " + itemToUse.name);
_useItemEvent.OnEventRaised(itemToUse);
//update inventory
FillInventory();
}
void EquipItem(Item itemToUse)
{
Debug.Log("Equip ITEM " + itemToUse.name);
_equipItemEvent.OnEventRaised(itemToUse);
}
void CookRecipe(Item recipeToCook)
{
//get item
_cookRecipeEvent.OnEventRaised(recipeToCook);
//update inspector
InspectItem(recipeToCook);
//update inventory
FillInventory();
}
void ChangeTabEventRaised(InventoryTabType tabType)
{
FillInventory(tabType.TabType);
}
}