Aetheria/Assets/Scripts/UI/InventoryPanel.cs
Reinier Vens ac0361fd9b Clean Inventory Grids
Improved inventory grid layout system by creating a single spritesheet with all 256 possible combinations of cell adjacency, and modified the inventory script to index individual sprites using adjacency
2020-12-12 20:43:09 +00:00

87 lines
3.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.UI;
using static Unity.Mathematics.math;
using int2 = Unity.Mathematics.int2;
public class InventoryPanel : MonoBehaviour
{
public TextMeshProUGUI Title;
public GridLayoutGroup Grid;
public Sprite[] NodeTextures;
public Prototype NodePrototype;
private Dictionary<int2, GameObject> _nodeInstances;
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)
};
public void Display(ItemManager manager, Entity entity)
{
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 (spriteIndex == 15)
{
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 != null ? hardpoint.TintColor.ToColor() : interior ? Color.white * .5f : Color.white;
return node;
});
}
}