Implemented saving/loading of custom input settings Incorporated Input Screen in game Organized UI scripts into folders Deleted some unused UI scripts Reimplemented Fog Blur (by copying modified DoF to assets)
65 lines
2.9 KiB
C#
65 lines
2.9 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UniRx;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class WeaponGroupAssignment : MonoBehaviour
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{
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public RectTransform Container;
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public WeaponGroupElement GroupPrefab;
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public Color ActiveColor;
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public Color InactiveColor;
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Subject<(PointerEventData pointerEventData, int group)> _onBeginDrag;
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Subject<(PointerEventData pointerEventData, int group)> _onDrag;
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Subject<(PointerEventData pointerEventData, int group)> _onEndDrag;
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public List<WeaponGroupElement> Groups { get; } = new List<WeaponGroupElement>();
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public void Inspect(EquippedItem item)
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{
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var weapon = item.GetBehavior<Weapon>();
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if (weapon == null) throw new ArgumentException($"Attempted to inspect weapon groups on item \"{item.Data.Name}\" but no weapon is present!");
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var groupCount = ActionGameManager.Instance.Settings.GameplaySettings.WeaponGroupCount;
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for (int i = 0; i < groupCount; i++)
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{
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var i1 = i;
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bool groupContainsItem() => item.Entity.WeaponGroups[i1].items.Contains(item);
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var group = Instantiate(GroupPrefab, Container);
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Groups.Add(group);
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group.Label.text = $"G{i+1}";
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group.Label.color = groupContainsItem() ? ActiveColor : InactiveColor;
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group.Button.onClick.AddListener(() =>
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{
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if (groupContainsItem())
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{
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item.Entity.WeaponGroups[i1].items.Remove(item);
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item.Entity.WeaponGroups[i1].weapons.Remove(weapon);
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group.Label.color = InactiveColor;
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}
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else
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{
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item.Entity.WeaponGroups[i1].items.Add(item);
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item.Entity.WeaponGroups[i1].weapons.Add(weapon);
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group.Label.color = ActiveColor;
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}
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});
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group.BeginDragTrigger.OnBeginDragAsObservable()
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.Subscribe(data => _onBeginDrag?.OnNext((data, i1)));
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group.DragTrigger.OnDragAsObservable()
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.Subscribe(data => _onDrag?.OnNext((data, i1)));
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group.EndDragTrigger.OnEndDragAsObservable()
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.Subscribe(data => _onEndDrag?.OnNext((data, i1)));
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}
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}
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public UniRx.IObservable<(PointerEventData pointerEventData, int group)> OnBeginDragAsObservable() =>
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_onBeginDrag ?? (_onBeginDrag = new Subject<(PointerEventData pointerEventData, int group)>());
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public UniRx.IObservable<(PointerEventData pointerEventData, int group)> OnDragAsObservable() =>
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_onDrag ?? (_onDrag = new Subject<(PointerEventData pointerEventData, int group)>());
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public UniRx.IObservable<(PointerEventData pointerEventData, int group)> OnEndDragAsObservable() =>
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_onEndDrag ?? (_onEndDrag = new Subject<(PointerEventData pointerEventData, int group)>());
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}
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