Aetheria/Assets/Scripts/UI/InventoryPanel.cs
Reinier Vens e3f3bd5de5 Drag & Drop Inventory
Implemented the ability to drag items within and between inventories, including equipping them onto entity hardpoints
2020-12-20 03:04:52 +00:00

369 lines
14 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UniRx;
using UniRx.Triggers;
using UnityEngine;
using UnityEngine.UI;
using Unity.Mathematics;
using UnityEngine.EventSystems;
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;
Subject<InventoryEventData> _onBeginDrag;
Subject<InventoryEventData> _onDrag;
Subject<InventoryEventData> _onEndDrag;
Subject<InventoryEventData> _onClick;
Subject<InventoryEventData> _onPointerEnter;
Subject<InventoryEventData> _onPointerExit;
private Entity _displayedEntity;
private EquippedCargoBay _displayedCargo;
public EquippedItem FakeEquipment;
public ItemInstance FakeItem;
public Shape FakeOccupancy;
public Shape IgnoreOccupancy;
public List<GameObject> EmptyCells = new List<GameObject>();
public Dictionary<int2, InventoryCell> CellInstances = new Dictionary<int2, InventoryCell>();
private int2[] _offsets = {
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(bay), true))
.Prepend(("Equipment", () => Display(ship), true)));
}
else ContextMenu.AddOption(ship.Name, () => Display(ship));
}
foreach (var bay in GameManager.AvailableCargoBays())
{
ContextMenu.AddOption(bay.Name, () => Display(bay));
}
ContextMenu.Show();
});
}
public void Display(Entity entity)
{
foreach(var empty in EmptyCells)
Destroy(empty);
EmptyCells.Clear();
foreach(var node in CellInstances.Values)
node.GetComponent<Prototype>().ReturnToPool();
CellInstances.Clear();
_displayedEntity = entity;
_displayedCargo = null;
Title.text = entity.Name;
var hullData = GameManager.ItemManager.GetData(entity.Hull) as HullData;
//FakeOccupancy = new Shape(hullData.Shape.Width, hullData.Shape.Height);
//IgnoreOccupancy = new Shape(hullData.Shape.Width, hullData.Shape.Height);
Grid.constraintCount = hullData.Shape.Width;
foreach (var v in hullData.Shape.AllCoordinates)
{
if (!hullData.Shape[v])
{
var empty = new GameObject("Empty Node", typeof(RectTransform));
empty.transform.SetParent(Grid.transform);
EmptyCells.Add(empty);
}
else
{
var cell = NodePrototype.Instantiate<InventoryCell>();
cell.PointerClickTrigger.OnPointerClickAsObservable()
.Subscribe(data => _onClick?.OnNext(new InventoryEntityEventData(data, v, entity)));
cell.BeginDragTrigger.OnBeginDragAsObservable()
.Subscribe(data => _onBeginDrag?.OnNext(new InventoryEntityEventData(data, v, entity)));
cell.DragTrigger.OnDragAsObservable()
.Subscribe(data => _onDrag?.OnNext(new InventoryEntityEventData(data, v, entity)));
cell.EndDragTrigger.OnEndDragAsObservable()
.Subscribe(data => _onEndDrag?.OnNext(new InventoryEntityEventData(data, v, entity)));
cell.PointerEnterTrigger.OnPointerEnterAsObservable()
.Subscribe(data => _onPointerEnter?.OnNext(new InventoryEntityEventData(data, v, entity)));
cell.PointerExitTrigger.OnPointerExitAsObservable()
.Subscribe(data => _onPointerExit?.OnNext(new InventoryEntityEventData(data, v, entity)));
CellInstances.Add(v, cell);
}
}
RefreshCells(CellInstances.Keys);
}
public void Display(EquippedCargoBay cargo)
{
foreach(var empty in EmptyCells)
Destroy(empty);
EmptyCells.Clear();
foreach(var node in CellInstances.Values)
node.GetComponent<Prototype>().ReturnToPool();
CellInstances.Clear();
_displayedEntity = null;
_displayedCargo = cargo;
Title.text = cargo.Name;
// FakeOccupancy = new Shape(cargo.Data.InteriorShape.Width, cargo.Data.InteriorShape.Height);
// IgnoreOccupancy = new Shape(cargo.Data.InteriorShape.Width, cargo.Data.InteriorShape.Height);
Grid.constraintCount = cargo.Data.InteriorShape.Width;
foreach (var v in cargo.Data.InteriorShape.AllCoordinates)
{
if (!cargo.Data.InteriorShape[v])
{
var empty = new GameObject("Empty Node", typeof(RectTransform));
empty.transform.SetParent(Grid.transform);
EmptyCells.Add(empty);
}
else
{
var cell = NodePrototype.Instantiate<InventoryCell>();
cell.PointerClickTrigger.OnPointerClickAsObservable()
.Subscribe(data => _onClick?.OnNext(new InventoryCargoEventData(data, v, cargo)));
cell.BeginDragTrigger.OnBeginDragAsObservable()
.Subscribe(data => _onBeginDrag?.OnNext(new InventoryCargoEventData(data, v, cargo)));
cell.DragTrigger.OnDragAsObservable()
.Subscribe(data => _onDrag?.OnNext(new InventoryCargoEventData(data, v, cargo)));
cell.EndDragTrigger.OnEndDragAsObservable()
.Subscribe(data => _onEndDrag?.OnNext(new InventoryCargoEventData(data, v, cargo)));
cell.PointerEnterTrigger.OnPointerEnterAsObservable()
.Subscribe(data => _onPointerEnter?.OnNext(new InventoryCargoEventData(data, v, cargo)));
cell.PointerExitTrigger.OnPointerExitAsObservable()
.Subscribe(data => _onPointerExit?.OnNext(new InventoryCargoEventData(data, v, cargo)));
CellInstances.Add(v, cell);
}
}
RefreshCells();
}
public void RefreshCells()
{
RefreshCells(CellInstances.Keys);
}
public void RefreshCells(IEnumerable<int2> cells)
{
if (_displayedEntity != null)
{
foreach (var v in cells)
{
if(!CellInstances.ContainsKey(v)) continue;
var hullData = GameManager.ItemManager.GetData(_displayedEntity.Hull) as HullData;
var spriteIndex = 0;
var interior = hullData.InteriorCells[v];
var item = FakeOccupancy?[v]??false ? FakeEquipment : IgnoreOccupancy?[v]??false ? null : _displayedEntity.GearOccupancy[v.x, v.y];
var hardpoint = _displayedEntity.Hardpoints[v.x, v.y];
bool HardpointMatch(int2 offset)
{
var v2 = v + offset;
return !(
hullData.Shape[v2] &&
_displayedEntity.Hardpoints[v2.x, v2.y] == hardpoint &&
(FakeOccupancy?[v2]??false ? FakeEquipment : IgnoreOccupancy?[v2]??false ? null : _displayedEntity.GearOccupancy[v2.x, v2.y]) == item
);
}
bool NoHardpointMatch(int2 offset)
{
var v2 = v + offset;
return !(
hullData.Shape[v2] && (
!interior && !hullData.InteriorCells[v2] && _displayedEntity.Hardpoints[v2.x, v2.y] == null ||
interior && item != null &&
(FakeOccupancy?[v2]??false ? FakeEquipment : IgnoreOccupancy?[v2]??false ? null : _displayedEntity.GearOccupancy[v2.x, v2.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;
var image = CellInstances[v].GetComponentInChildren<Image>();
image.sprite = NodeTextures[spriteIndex];
image.color = GetColor(v);
}
}
else if(_displayedCargo != null)
{
foreach (var v in cells)
{
if(!CellInstances.ContainsKey(v)) continue;
var spriteIndex = 0;
var item = FakeOccupancy?[v]??false ? FakeItem : IgnoreOccupancy?[v]??false ? null : _displayedCargo.Occupancy[v.x, v.y];
bool ItemMatch(int2 offset)
{
var v2 = v + offset;
return !_displayedCargo.Data.InteriorShape[v2] || item == null ||
(FakeOccupancy?[v2]??false ? FakeItem : IgnoreOccupancy?[v2]??false ? null : _displayedCargo.Occupancy[v2.x, v2.y]) != item;
}
for(int i = 0; i < 8; i++)
if (ItemMatch(_offsets[i]))
spriteIndex += 1 << i;
if (item != null)
spriteIndex += 1 << 8;
var image = CellInstances[v].GetComponentInChildren<Image>();
image.sprite = NodeTextures[spriteIndex];
image.color = GetColor(v);
}
}
}
public Color GetColor(int2 position, bool highlight = false)
{
if (_displayedEntity != null)
{
var hullData = GameManager.ItemManager.GetData(_displayedEntity.Hull) as HullData;
var interior = hullData.InteriorCells[position];
var item = FakeOccupancy?[position]??false ? FakeEquipment : IgnoreOccupancy?[position]??false ? null : _displayedEntity.GearOccupancy[position.x, position.y];
var hardpoint = _displayedEntity.Hardpoints[position.x, position.y];
if (hardpoint == null)
{
if(!interior)
return Color.white;
if (item == null)
{
return Color.white * .25f;
}
if(highlight)
return Color.white;
return Color.white * .5f;
}
var tint = hardpoint.TintColor;
if (!highlight || item == null)
tint *= .7071f;
return tint.ToColor();
}
else
{
var item = FakeOccupancy?[position] ?? false ? FakeItem : IgnoreOccupancy?[position] ?? false ? null : _displayedCargo.Occupancy[position.x, position.y];
if (item == null)
return Color.white * .25f;
var c = float3(1);
if (GameManager.ItemManager.GetData(item) is EquippableItemData equippable)
c = HardpointData.GetColor(equippable.HardpointType);
if(!highlight)
c *= .7071f;
return c.ToColor();
}
}
public void DropItem(ItemInstance item, int2 position)
{
if (_displayedEntity != null && item is EquippableItem equippableItem)
{
_displayedEntity.TryEquip(equippableItem, position);
}
else
{
_displayedCargo?.TryStore(item, position);
}
}
public UniRx.IObservable<InventoryEventData> OnClickAsObservable() => _onClick ?? (_onClick = new Subject<InventoryEventData>());
public UniRx.IObservable<InventoryEventData> OnBeginDragAsObservable() => _onBeginDrag ?? (_onBeginDrag = new Subject<InventoryEventData>());
public UniRx.IObservable<InventoryEventData> OnDragAsObservable() => _onDrag ?? (_onDrag = new Subject<InventoryEventData>());
public UniRx.IObservable<InventoryEventData> OnEndDragAsObservable() => _onEndDrag ?? (_onEndDrag = new Subject<InventoryEventData>());
public UniRx.IObservable<InventoryEventData> OnPointerEnterAsObservable() => _onPointerEnter ?? (_onPointerEnter = new Subject<InventoryEventData>());
public UniRx.IObservable<InventoryEventData> OnPointerExitAsObservable() => _onPointerExit ?? (_onPointerExit = new Subject<InventoryEventData>());
}
public abstract class InventoryEventData
{
protected InventoryEventData(PointerEventData pointerEventData, int2 position)
{
PointerEventData = pointerEventData;
Position = position;
}
public PointerEventData PointerEventData { get; }
public int2 Position { get; }
}
public class InventoryEntityEventData : InventoryEventData
{
public InventoryEntityEventData(PointerEventData pointerEventData, int2 position, Entity entity) :
base(pointerEventData, position)
{
Entity = entity;
}
public Entity Entity { get; }
}
public class InventoryCargoEventData : InventoryEventData
{
public InventoryCargoEventData(PointerEventData pointerEventData, int2 position, EquippedCargoBay cargoBay) :
base(pointerEventData, position)
{
CargoBay = cargoBay;
}
public EquippedCargoBay CargoBay { get; }
}