91 lines
4.4 KiB
C#
91 lines
4.4 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using TMPro;
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using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine.UI;
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using static Unity.Mathematics.math;
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public class InventoryPanel : MonoBehaviour
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{
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public TextMeshProUGUI Title;
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public GridLayoutGroup Grid;
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public Sprite[] NodeTextures;
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public Prototype NodePrototype;
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private Dictionary<int2, GameObject> _nodeInstances;
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public void Display(ItemManager manager, Entity entity)
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{
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var hullData = manager.GetData(entity.Hull) as HullData;
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Grid.constraintCount = hullData.Shape.Width;
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_nodeInstances = hullData.Shape.AllCoordinates
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.ToDictionary(v => v,
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v =>
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{
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if (!hullData.Shape[v])
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{
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var empty = new GameObject("Empty Node", typeof(RectTransform));
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empty.transform.SetParent(Grid.transform);
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return empty;
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}
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var spriteIndex = 0;
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var interior = hullData.InteriorCells[v];
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var item = entity.GearOccupancy[v.x, v.y];
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var hardpoint = entity.Hardpoints[v.x, v.y];
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if (hardpoint != null)
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{
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if (hullData.Shape[v + int2(0, 1)] &&
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entity.Hardpoints[v.x, v.y + 1] == hardpoint &&
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entity.GearOccupancy[v.x, v.y + 1] == item)
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spriteIndex += 1;
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if (hullData.Shape[v + int2(1, 0)] &&
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entity.Hardpoints[v.x + 1, v.y] == hardpoint &&
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entity.GearOccupancy[v.x + 1, v.y] == item)
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spriteIndex += 2;
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if (hullData.Shape[v + int2(0, -1)] &&
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entity.Hardpoints[v.x, v.y - 1] == hardpoint &&
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entity.GearOccupancy[v.x, v.y - 1] == item)
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spriteIndex += 4;
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if (hullData.Shape[v + int2(-1, 0)] &&
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entity.Hardpoints[v.x - 1, v.y] == hardpoint &&
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entity.GearOccupancy[v.x - 1, v.y] == item)
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spriteIndex += 8;
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}
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else
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{
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if (hullData.Shape[v + int2(0, 1)] && (
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!interior && !hullData.InteriorCells[v + int2(0, 1)] && entity.Hardpoints[v.x, v.y + 1] == null ||
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interior && item != null && entity.GearOccupancy[v.x, v.y + 1] == item))
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spriteIndex += 1;
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if (hullData.Shape[v + int2(1, 0)] && (
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!interior && !hullData.InteriorCells[v + int2(1, 0)] && entity.Hardpoints[v.x + 1, v.y] == null ||
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interior && item != null && entity.GearOccupancy[v.x + 1, v.y] == item))
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spriteIndex += 2;
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if (hullData.Shape[v + int2(0, -1)] && (
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!interior && !hullData.InteriorCells[v + int2(0, -1)] && entity.Hardpoints[v.x, v.y - 1] == null ||
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interior && item != null && entity.GearOccupancy[v.x, v.y - 1] == item))
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spriteIndex += 4;
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if (hullData.Shape[v + int2(-1, 0)] && (
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!interior && !hullData.InteriorCells[v + int2(-1, 0)] && entity.Hardpoints[v.x - 1, v.y] == null ||
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interior && item != null && entity.GearOccupancy[v.x - 1, v.y] == item))
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spriteIndex += 8;
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}
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if (spriteIndex == 15)
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{
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var empty = new GameObject("Empty Node", typeof(RectTransform));
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empty.transform.SetParent(Grid.transform);
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return empty;
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}
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var node = NodePrototype.Instantiate<Prototype>().gameObject;
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var image = node.GetComponentInChildren<Image>();
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image.sprite = NodeTextures[spriteIndex];
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image.color = hardpoint != null ? hardpoint.TintColor.ToColor() : interior ? Color.white * .5f : Color.white;
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return node;
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});
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}
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}
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