all repos — RPG @ 502924ae35666f2d5ac541310b3e57f2e4fe70b4

Fully functional 3D turn based role playing game coded in C# and base Unity.

Assets/Scripts/Utility/UI.cs (view raw)

  1using System;
  2using System.Collections;
  3using System.Collections.Generic;
  4using System.IO;
  5using System.Runtime.Serialization.Formatters.Binary;
  6using UnityEngine;
  7using UnityEngine.UI;
  8
  9public static class UI
 10{
 11    private static GameMaster gm = GameMaster.Instance;
 12    private static BattleUIManager battle = null;
 13    private static Coroutine text_coroutine;
 14
 15
 16    //hh, HH: 24-hour, 12-hour; MMMM, MM: March, 03
 17    public static string SaveDateFormat = "dd/MM/yyyy HH:mm";
 18    public static float TextSpeed = PlayerPrefs.GetFloat("TextSpeed", 0.015f);
 19    public static float BattleSpeed = PlayerPrefs.GetFloat("BattleSpeed", 1f);
 20    public static bool displaying_text = false;
 21
 22    public static void setSLButtonText(Button btn, int slot)
 23    {
 24        int seconds;
 25        DateTime dt = GetSlotDateTime(slot, out seconds);
 26        if(dt == default)
 27        {
 28            btn.enabled = false;
 29            btn.GetComponentInChildren<Text>().text = "Empty";
 30        } else
 31        {
 32            btn.GetComponentInChildren<Text>().text = dt.ToString(SaveDateFormat) + "\nPlay time " + Mathf.Floor(seconds / 60).ToString("00") + ":" + seconds.ToString("00");
 33            btn.enabled = true;
 34        }
 35        
 36    }
 37
 38    public static DateTime GetSlotDateTime(int slot, out int seconds)
 39    {
 40        if (File.Exists(Application.persistentDataPath + "/game" + slot + ".save"))
 41        {
 42            BinaryFormatter bf = new BinaryFormatter();
 43            FileStream file = File.Open(Application.persistentDataPath + "/game" + slot + ".save", FileMode.Open);
 44            Save save = (Save)bf.Deserialize(file);
 45            file.Close();
 46            seconds = Mathf.RoundToInt(save.timerfloat % 60);
 47            return save.timestamp;
 48        }
 49        else
 50        {
 51            seconds = 0;
 52            return default;
 53        }
 54    }
 55    public static bool ShowDamage(Fighter target, int danno, bool didCrit)
 56    {
 57        if (!battle)
 58        {
 59            battle = UnityEngine.Object.FindObjectOfType<BattleUIManager>();
 60        }
 61
 62        if (battle)
 63        {
 64            battle.ShowDamage(target, danno, didCrit);
 65            return true;
 66        }
 67        else
 68        {
 69            return false;
 70        }
 71    }
 72
 73    #region Slow Text
 74    public static void changeText(Text textComp, string content) //change any text slowly.
 75    {
 76        if(Time.timeScale == 0f)
 77        {
 78            textComp.text = content;
 79        } else
 80        {
 81            if (displaying_text)
 82            {
 83                stopText();
 84            }
 85            textComp.text = "";
 86            text_coroutine = gm.StartCoroutine(TypeText(textComp, content, null, null, TextSpeed));
 87        }
 88    }
 89
 90    public static void changeDialogue(Text textComp, string content, AudioSource source, AudioClip clip) //change text with sound
 91    {
 92        if (Time.timeScale == 0f)
 93        {
 94            textComp.text = content;
 95        }
 96        else
 97        {
 98            if (displaying_text)
 99            {
100                stopText();
101
102            }
103            textComp.text = "";
104            text_coroutine = gm.StartCoroutine(TypeText(textComp, content, source, clip, TextSpeed));
105        }
106    }
107    public static void stopText()
108    {
109        displaying_text = false;
110        gm.StopCoroutine(text_coroutine);
111    }
112
113
114    public static IEnumerator TypeText(Text textComp, string message, AudioSource source, AudioClip clip, float seconds)
115    {
116        if(message == null)
117        {
118            yield break;
119        }
120        displaying_text = true;
121        int i = 0;
122        foreach (char letter in message.ToCharArray())
123        {
124            i++;
125            textComp.text += letter;
126            if (clip && i % 2 == 0)
127            {
128                source.PlayOneShot(clip);
129            }
130
131            yield return null;
132            yield return new WaitForSeconds(seconds);
133        }
134        displaying_text = false;
135    }
136    #endregion
137
138    public static void updateItems(UIManager ui, Inventory inv, Button[] item_buttons)
139    {
140        int i = 0;
141        foreach (ItemInfo it in inv.getContents())
142        {
143            if (i == item_buttons.Length)
144            {
145                break;
146            }
147
148            //show item_buttons
149            if (it.item.consumable)
150            {
151                item_buttons[i].GetComponent<ActionButton>().setDescription(it.GetDescription());
152                item_buttons[i].onClick.AddListener(() => ui.showTargets(it));
153                item_buttons[i].gameObject.SetActive(true);
154                item_buttons[i].GetComponentInChildren<Text>().text = it.ToString();
155                i++;
156            }
157        }
158        for (; i < item_buttons.Length; i++) //disable remaining item_buttons 
159        {
160            item_buttons[i].gameObject.SetActive(false);
161        }
162    }
163
164    public static void updateMeters(Stats s, Transform t)
165    {
166        t.GetComponent<Text>().text = s.Name + ":";
167
168        Transform tmphp = t.GetChild(0), tmpmp = null;
169
170        tmphp.GetComponent<Text>().text = (int)s.HP + "/" + (int)s.MaxHP + " HP";
171        tmphp.GetComponentInChildren<Slider>().value = (float)(s.HP / s.MaxHP);
172        if (s.MaxMP > 0)
173        {
174            tmpmp = t.GetChild(1);
175            tmpmp.GetComponent<Text>().text = (int)s.MP + "/" + (int)s.MaxMP + " MP";
176            tmpmp.GetComponentInChildren<Slider>().value = (float)(s.MP / s.MaxMP);
177        }
178    }
179}