Aetheria/Assets/Scripts/UI/InventoryMenu.cs
Reinier Vens 73651bf16a Game Loop Galaxy Integration
Added sector map in Galaxy tab of in-game menu
Added player flag to Ship (replaces AGM.PlayerEntities)
Refactored sector map to depend on AGM
Moved sector generation to main menu
Main menu now supports resuming previous playthrough
Database and player settings now statically available via AGM
AGM saves current game state in PlayerSettings on exit
Sector generation is now asynchronous
Added progress callbacks to sector gen + progress dialog in menu
Confirmation Dialog / properties panel can now display dynamic text entry
Added zone title to Zone map
Eliminated ZoneData class (properties moved to ZonePack)
Sector, Zone and Entity serialization now fully functional
Entity settings now separate from player settings
Cleaned up old unused networking message classes
Name files now integrated with database cache
Added ability to save/load additive DB cache files in database panel
Cleaned up Wwise sound setup - removed redundant items & fixed spelling errors
Deleted Wwise cache + added to .gitignore
2021-03-15 11:40:46 +00:00

417 lines
19 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UniRx;
using UniRx.Triggers;
using Unity.Mathematics;
using UnityEngine.InputSystem;
using UnityEngine.UI;
public class InventoryMenu : MonoBehaviour
{
public InventoryPanel[] InventoryPanels;
public PropertiesPanel PropertiesPanel;
public ActionGameManager GameManager;
public RectTransform DragParent;
public ConfirmationDialog Dialog;
public ObservablePointerEnterTrigger BackgroundEntered;
public ObservablePointerExitTrigger BackgroundExited;
private int _currentPanel = -1;
private int2 _selectedPosition;
private InventoryPanel _selectedPanel;
private ItemInstance _selectedItem;
private ItemData _selectedItemData;
private ItemInstance _dragItem;
private Transform[] _dragCells;
private Vector2[] _dragOffsets;
private int2 _dragCellOffset;
private ItemRotation _originalRotation;
//private Shape _previousFakeOccupancy;
private Shape _originalOccupancy;
private EquippedItem _originalEquippedItem;
private InventoryPanel _originalPanel;
private InventoryPanel _dragTargetPanel;
private int2 _dragTargetPosition;
private int2 _lastDragPosition;
private bool _dragTargetValid;
private bool _destroyItem;
private void OnEnable()
{
AkSoundEngine.RegisterGameObj(gameObject);
BackgroundEntered.gameObject.SetActive(true);
BackgroundEntered.OnPointerEnterAsObservable().Subscribe(enter =>
{
_destroyItem = true;
});
BackgroundExited.OnPointerExitAsObservable().Subscribe(enter =>
{
_destroyItem = false;
});
var cargo = GameManager.DockingBay ?? GameManager.CurrentEntity.CargoBays.FirstOrDefault();
if (cargo!=null)
InventoryPanels[0].Display(cargo);
if(GameManager.CurrentEntity != null)
InventoryPanels[1].Display(GameManager.CurrentEntity);
else InventoryPanels[1].Clear();
}
private void OnDisable()
{
AkSoundEngine.UnregisterGameObj(gameObject);
BackgroundEntered.gameObject.SetActive(false);
}
void Start()
{
PropertiesPanel.Context = GameManager.ItemManager;
foreach (var panel in InventoryPanels)
{
panel.OnBeginDragAsObservable().Subscribe(data =>
{
//Debug.Log($"Begin drag on panel {panel.name}");
if (data is InventoryCargoEventData cargoEvent)
{
var item = cargoEvent.CargoBay.Occupancy[cargoEvent.Position.x, cargoEvent.Position.y];
if (item != null)
{
var itemData = GameManager.ItemManager.GetData(item);
var itemPosition = cargoEvent.CargoBay.Cargo[item];
_originalOccupancy = cargoEvent.CargoBay.Data.InteriorShape.Inset(itemData.Shape, itemPosition, item.Rotation);
_originalRotation = item.Rotation;
_originalPanel = panel;
_dragItem = item;
_dragCellOffset = itemPosition - cargoEvent.Position;
_dragCells = _originalOccupancy.Coordinates
.Select(v => Instantiate(panel.CellInstances[v], DragParent, true).transform).ToArray();
foreach(var cell in _dragCells)
{
foreach (var component in cell.GetComponentsInChildren<ObservableTriggerBase>())
component.enabled = false;
cell.GetComponentInChildren<Image>().raycastTarget = false;
}
_dragOffsets = _dragCells.Select(x => (Vector2) x.position - data.PointerEventData.position).ToArray();
panel.IgnoreOccupancy = _originalOccupancy;
panel.RefreshCells(_originalOccupancy.Expand().Coordinates);
AkSoundEngine.PostEvent("Pickup", gameObject);
}
}
else if (data is InventoryEntityEventData entityEvent)
{
if(!entityEvent.Entity.Active)
{
var item = entityEvent.Entity.GearOccupancy[entityEvent.Position.x, entityEvent.Position.y];
if (item != null)
{
var itemData = GameManager.ItemManager.GetData(item.EquippableItem);
var hullData = GameManager.ItemManager.GetData(entityEvent.Entity.Hull);
_originalRotation = item.EquippableItem.Rotation;
_originalEquippedItem = entityEvent.Entity.GearOccupancy[data.Position.x, data.Position.y];
_originalOccupancy = hullData.Shape.Inset(itemData.Shape, item.Position, item.EquippableItem.Rotation);
_originalPanel = panel;
_dragItem = item.EquippableItem;
_dragCellOffset = item.Position - entityEvent.Position;
_dragCells = _originalOccupancy.Coordinates
.Select(v => Instantiate(panel.CellInstances[v], DragParent, true).transform).ToArray();
foreach (var cell in _dragCells)
{
foreach (var component in cell.GetComponentsInChildren<ObservableTriggerBase>())
component.enabled = false;
cell.GetComponentInChildren<Image>().raycastTarget = false;
}
_dragOffsets = _dragCells.Select(x => (Vector2) x.position - data.PointerEventData.position).ToArray();
panel.IgnoreOccupancy = _originalOccupancy;
panel.RefreshCells(_originalOccupancy.Expand().Coordinates);
AkSoundEngine.PostEvent("Pickup", gameObject);
}
}
}
});
panel.OnDragAsObservable().Subscribe(data =>
{
if (_dragItem == null) return;
for (var i = 0; i < _dragCells.Length; i++)
_dragCells[i].position = new Vector3(
data.PointerEventData.position.x + _dragOffsets[i].x,
data.PointerEventData.position.y + _dragOffsets[i].y,
_dragCells[i].position.z);
});
panel.OnEndDragAsObservable().Subscribe(data =>
{
if (_dragItem == null) return;
if (_dragTargetValid)
{
if (data is InventoryCargoEventData cargoEvent)
{
cargoEvent.CargoBay.Remove(_dragItem);
_dragTargetPanel.DropItem(_dragItem, _dragTargetPosition);
if(_dragTargetPanel.Target == InventoryPanelTarget.Cargo)
AkSoundEngine.PostEvent("Drop", gameObject);
else
AkSoundEngine.PostEvent("Equip", gameObject);
}
else if (data is InventoryEntityEventData entityEvent)
{
if (entityEvent.Entity.TryUnequip(_originalEquippedItem) != null)
{
_dragTargetPanel.DropItem(_dragItem, _dragTargetPosition);
AkSoundEngine.PostEvent("Unequip", gameObject);
}
else
{
AkSoundEngine.PostEvent("UI_Fail", gameObject);
Dialog.Clear();
Dialog.Title.text = "Unable to move item!";
Dialog.AddProperty("Verify that cargo bays are empty before un-equipping them.");
Dialog.Show();
Dialog.MoveToCursor();
}
}
_dragTargetPanel.FakeOccupancy = null;
}
else
{
_dragItem.Rotation = _originalRotation;
}
if (_destroyItem)
{
if (data is InventoryCargoEventData cargoEvent)
{
cargoEvent.CargoBay.Remove(_dragItem);
}
else if (data is InventoryEntityEventData entityEvent)
{
if (entityEvent.Entity.TryUnequip(_originalEquippedItem) == null)
{
Dialog.Clear();
Dialog.Title.text = "Unable to destroy item!";
Dialog.AddProperty("Verify that cargo bays are empty before un-equipping them.");
Dialog.Show();
Dialog.MoveToCursor();
}
}
}
panel.IgnoreOccupancy = null;
panel.RefreshCells();
if(_dragTargetPanel!=panel && _dragTargetPanel != null)
_dragTargetPanel.RefreshCells();
_dragItem = null;
foreach (var cell in _dragCells) Destroy(cell.gameObject);
});
Action floatCells = () =>
{
foreach (var cell in _dragCells) cell.gameObject.SetActive(true);
_dragTargetValid = false;
};
panel.OnPointerEnterAsObservable().Subscribe(data =>
{
if (_dragItem == null) return;
// Debug.Log($"Pointer entered {data.Position}");
// if(panel != _originalPanel)
// _originalPanel.RefreshCells();
_dragTargetPanel = panel;
_lastDragPosition = data.Position;
_dragTargetPosition = data.Position + _dragCellOffset;
if (data is InventoryCargoEventData cargoEvent)
{
if (cargoEvent.CargoBay.ItemFits(_dragItem, _dragTargetPosition))
{
foreach (var cell in _dragCells) cell.gameObject.SetActive(false);
var itemData = GameManager.ItemManager.GetData(_dragItem);
panel.FakeItem = _dragItem;
panel.FakeOccupancy = cargoEvent.CargoBay.Data.InteriorShape.Inset(itemData.Shape, _dragTargetPosition, _dragItem.Rotation);
_dragTargetValid = true;
panel.RefreshCells();
}
}
else if (data is InventoryEntityEventData entityEvent)
{
var eqItem = _dragItem as EquippableItem;
var hullData = GameManager.ItemManager.GetData(entityEvent.Entity.Hull);
if (eqItem != null && entityEvent.Entity.ItemFits(eqItem, _dragTargetPosition))
{
foreach (var cell in _dragCells) cell.gameObject.SetActive(false);
var itemData = GameManager.ItemManager.GetData(_dragItem);
panel.FakeEquipment = _originalEquippedItem;
panel.FakeOccupancy = hullData.Shape.Inset(itemData.Shape, _dragTargetPosition, _dragItem.Rotation);
_dragTargetValid = true;
panel.RefreshCells();
}
}
});
panel.OnPointerExitAsObservable().Subscribe(data =>
{
if (_dragItem == null) return;
if (data.Position.Equals(_lastDragPosition) || !_dragTargetValid)
{
panel.FakeItem = null;
panel.FakeOccupancy = null;
panel.RefreshCells();
// if (_originalPanel != panel)
// {
// _originalPanel.FakeItem = null;
// _originalPanel.FakeOccupancy = null;
// _originalPanel.RefreshCells();
// }
floatCells();
}
});
panel.OnClickAsObservable().Subscribe(data =>
{
if (data is InventoryCargoEventData cargoEvent)
{
var item = cargoEvent.CargoBay.Occupancy[cargoEvent.Position.x, cargoEvent.Position.y];
if(item!=null)
{
if (Mouse.current.clickCount.ReadValue() == 2)
{
var otherPanel = panel == InventoryPanels[0] ? InventoryPanels[1] : InventoryPanels[0];
if (otherPanel.CanDropItem(item))
{
otherPanel.DropItem(item);
AkSoundEngine.PostEvent("Equip", gameObject);
cargoEvent.CargoBay.Remove(item);
panel.RefreshCells();
otherPanel.RefreshCells();
}
else AkSoundEngine.PostEvent("UI_Fail", gameObject);
}
else
{
if (_selectedPanel != null)
{
if (_selectedPanel.CellInstances.ContainsKey(_selectedPosition))
{
foreach (var v in _selectedItemData.Shape.Coordinates)
{
var v2 = _selectedItemData.Shape.Rotate(v, _selectedItem.Rotation) + _selectedPosition;
_selectedPanel.CellInstances[v2].Icon.color = _selectedPanel.GetColor(v2);
}
}
}
_selectedPanel = panel;
_selectedPosition = cargoEvent.Position;
PropertiesPanel.Clear();
PropertiesPanel.AddItemProperties(item);
_selectedPanel = panel;
_selectedPosition = cargoEvent.CargoBay.Cargo[item];
_selectedItem = item;
_selectedItemData = GameManager.ItemManager.GetData(item);
foreach (var v in _selectedItemData.Shape.Coordinates)
{
var v2 = _selectedItemData.Shape.Rotate(v, _selectedItem.Rotation) + _selectedPosition;
_selectedPanel.CellInstances[v2].Icon.color = _selectedPanel.GetColor(v2, true);
}
AkSoundEngine.PostEvent("UI_Success", gameObject);
}
}
}
else if (data is InventoryEntityEventData entityEvent)
{
var item = entityEvent.Entity.GearOccupancy[entityEvent.Position.x, entityEvent.Position.y];
if (item != null)
{
if (Mouse.current.clickCount.ReadValue() == 2)
{
var otherPanel = panel == InventoryPanels[0] ? InventoryPanels[1] : InventoryPanels[0];
if (otherPanel.CanDropItem(item.EquippableItem))
{
if (!entityEvent.Entity.Active)
{
if (entityEvent.Entity.TryUnequip(item) != null)
{
otherPanel.DropItem(item.EquippableItem);
AkSoundEngine.PostEvent("Unequip", gameObject);
panel.RefreshCells();
otherPanel.RefreshCells();
}
else AkSoundEngine.PostEvent("UI_Fail", gameObject);
}
else AkSoundEngine.PostEvent("UI_Fail", gameObject);
}
}
else
{
if (_selectedPanel != null)
{
if (_selectedPanel.CellInstances.ContainsKey(_selectedPosition))
{
foreach (var v in _selectedItemData.Shape.Coordinates)
{
var v2 = _selectedItemData.Shape.Rotate(v, _selectedItem.Rotation) + _selectedPosition;
_selectedPanel.CellInstances[v2].Icon.color = _selectedPanel.GetColor(v2);
}
}
}
PropertiesPanel.Inspect(entityEvent.Entity, item);
_selectedPanel = panel;
_selectedPosition = item.Position;
_selectedItem = item.EquippableItem;
_selectedItemData = GameManager.ItemManager.GetData(item.EquippableItem);
foreach (var v in _selectedItemData.Shape.Coordinates)
{
var v2 = _selectedItemData.Shape.Rotate(v, _selectedItem.Rotation) + _selectedPosition;
_selectedPanel.CellInstances[v2].Icon.color = _selectedPanel.GetColor(v2, true);
}
AkSoundEngine.PostEvent("UI_Success", gameObject);
}
}
}
});
panel.OnBackgroundClick.Subscribe(data =>
{
if (GameManager.CurrentEntity == null) return; // Only show ship settings if there's a ship, duh!
PropertiesPanel.Clear();
PropertiesPanel.AddField("Shutdown Threshold",
() => GameManager.CurrentEntity.Settings.ShutdownPerformance,
f => GameManager.CurrentEntity.Settings.ShutdownPerformance = f,
0,
1);
});
}
}
void Update()
{
if (Keyboard.current.qKey.wasPressedThisFrame && _dragItem != null)
{
_dragItem.Rotation = (ItemRotation) (((int) _dragItem.Rotation + 1) % 4);
}
if (Keyboard.current.eKey.wasPressedThisFrame && _dragItem != null)
{
_dragItem.Rotation = (ItemRotation) (((int) _dragItem.Rotation + 3) % 4);
}
}
}