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