Aetheria/Assets/Scripts/UI/InventoryPanel.cs
Reinier Vens 2d9bec0e33 Docking System
Entities now have dedicated docking bays with their own cargo area for loading/unloading
Inventory panel allows display of any ship or cargo bay at the currently docked station or within the current ship if undocked
2020-12-19 02:37:13 +00:00

181 lines
6.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using int2 = Unity.Mathematics.int2;
public class InventoryPanel : MonoBehaviour
{
public ActionGameManager GameManager;
public ContextMenu ContextMenu;
public TextMeshProUGUI Title;
public Button Dropdown;
public GridLayoutGroup Grid;
public Sprite[] NodeTextures;
public Prototype NodePrototype;
private Dictionary<int2, GameObject> _nodeInstances = new Dictionary<int2, GameObject>();
private int2[] _offsets = new[]
{
int2(0, 1),
int2(1, 0),
int2(0, -1),
int2(-1, 0),
int2(1, 1),
int2(1, -1),
int2(-1, -1),
int2(-1, 1)
};
private void Start()
{
Dropdown.onClick.AddListener(() =>
{
ContextMenu.Clear();
foreach (var ship in GameManager.AvailableShips())
{
if (ship.CargoBays.Any())
{
ContextMenu.AddDropdown(ship.Name,
ship.CargoBays
.Select<EquippedCargoBay, (string text, Action action, bool enabled)>((bay, index) =>
($"Bay {index}", () => Display(GameManager.ItemManager, bay), true))
.Prepend(("Equipment", () => Display(GameManager.ItemManager, ship), true)));
}
else ContextMenu.AddOption(ship.Name, () => Display(GameManager.ItemManager, ship));
}
foreach (var bay in GameManager.AvailableCargoBays())
{
ContextMenu.AddOption(bay.Name, () => Display(GameManager.ItemManager, bay));
}
ContextMenu.Show();
});
}
public void Display(ItemManager manager, Entity entity)
{
foreach(var node in _nodeInstances.Values)
Destroy(node);
_nodeInstances.Clear();
Title.text = entity.Name;
var hullData = manager.GetData(entity.Hull) as HullData;
Grid.constraintCount = hullData.Shape.Width;
_nodeInstances = hullData.Shape.AllCoordinates
.ToDictionary(v => v,
v =>
{
if (!hullData.Shape[v])
{
var empty = new GameObject("Empty Node", typeof(RectTransform));
empty.transform.SetParent(Grid.transform);
return empty;
}
var spriteIndex = 0;
var interior = hullData.InteriorCells[v];
var item = entity.GearOccupancy[v.x, v.y];
var hardpoint = entity.Hardpoints[v.x, v.y];
bool HardpointMatch(int2 offset) => !(hullData.Shape[v + offset] &&
entity.Hardpoints[v.x + offset.x, v.y + offset.y] == hardpoint &&
entity.GearOccupancy[v.x + offset.x, v.y + offset.y] == item);
bool NoHardpointMatch(int2 offset) => !(hullData.Shape[v + offset] && (
!interior && !hullData.InteriorCells[v + offset] && entity.Hardpoints[v.x + offset.x, v.y + offset.y] == null ||
interior && item != null && entity.GearOccupancy[v.x + offset.x, v.y + offset.y] == item));
if (hardpoint != null)
{
for(int i = 0; i < 8; i++)
if (HardpointMatch(_offsets[i]))
spriteIndex += 1 << i;
}
else
{
for(int i = 0; i < 8; i++)
if (NoHardpointMatch(_offsets[i]))
spriteIndex += 1 << i;
}
if (item != null)
spriteIndex += 1 << 8;
if (spriteIndex == 0)
{
var empty = new GameObject("Empty Node", typeof(RectTransform));
empty.transform.SetParent(Grid.transform);
return empty;
}
var node = NodePrototype.Instantiate<Prototype>().gameObject;
var image = node.GetComponentInChildren<Image>();
image.sprite = NodeTextures[spriteIndex];
image.color = hardpoint?.TintColor.ToColor() ?? (interior ? Color.white * .5f : Color.white);
return node;
});
}
public void Display(ItemManager manager, EquippedCargoBay cargo)
{
foreach(var node in _nodeInstances.Values)
Destroy(node);
_nodeInstances.Clear();
Title.text = cargo.Name;
Grid.constraintCount = cargo.Data.InteriorShape.Width;
_nodeInstances = cargo.Data.InteriorShape.AllCoordinates
.ToDictionary(v => v,
v =>
{
if (!cargo.Data.InteriorShape[v])
{
var empty = new GameObject("Empty Node", typeof(RectTransform));
empty.transform.SetParent(Grid.transform);
return empty;
}
var spriteIndex = 0;
var item = cargo.Occupancy[v.x, v.y];
bool ItemMatch(int2 offset) =>
!cargo.Data.InteriorShape[v + offset] ||
item == null ||
cargo.Occupancy[v.x + offset.x, v.y + offset.y] != item;
for(int i = 0; i < 8; i++)
if (ItemMatch(_offsets[i]))
spriteIndex += 1 << i;
if (item != null)
spriteIndex += 1 << 8;
if (spriteIndex == 0)
{
var empty = new GameObject("Empty Node", typeof(RectTransform));
empty.transform.SetParent(Grid.transform);
return empty;
}
var node = NodePrototype.Instantiate<Prototype>().gameObject;
var image = node.GetComponentInChildren<Image>();
image.sprite = NodeTextures[spriteIndex];
if (item == null)
image.color = Color.white * .5f;
else if (manager.GetData(item) is EquippableItemData equippable)
image.color = HardpointData.GetColor(equippable.HardpointType).ToColor();
else
image.color = Color.white;
return node;
});
}
}