Assets/Scripts/Overworld/OverworldUIManager.cs (view raw)
1using System;
2using System.Collections;
3using System.Collections.Generic;
4using UnityEngine;
5using UnityEngine.Events;
6using UnityEngine.UI;
7
8public class OverworldUIManager : UIManager
9{
10 //info display
11 private GameMaster gm;
12 private SettingsManager sm;
13 private int i = 0;
14 private GoodGuy currentSource, currentTarget;
15 private Action currentAction;
16
17 public int currentPanel = 0;
18
19 //inventory info
20 [Header("Set panels here")]
21 [SerializeField] private GameObject partyObject = null;
22 [SerializeField] private List<GoodGuy> party;
23 [SerializeField] private GameObject pause_panel = null;
24 [SerializeField] private GameObject[] panel = null;
25 public Text desc_text = null;
26 public enum Panel
27 {
28 Main = 0,
29 Inventory = 1,
30 Abilities = 2,
31 Status = 3,
32 Save = 4,
33 Load = 5,
34 Settings = 6,
35 Quit = 7,
36 Description = 8
37 }
38
39 public void showPause(bool onOff)
40 {
41 hideAllPanels();
42 if (onOff)
43 {
44 pause_panel.SetActive(true);
45 } else
46 {
47 currentPanel = 0;
48 pause_panel.SetActive(false);
49 }
50 }
51 void Start()
52 {
53 gm = GameMaster.Instance;
54 sm = panel[(int)Panel.Settings].GetComponent<SettingsManager>();
55 desc_text = panel[(int)Panel.Description].GetComponentInChildren<Text>();
56
57 //set party
58 int i = 0;
59 GoodGuy g;
60 party = new List<GoodGuy>();
61 foreach(Stats s in gm.Party)
62 {
63 g = AbilityDB.GetGoodGuy(partyObject, s);
64 g.inBattle = false;
65 g.stats = gm.Party[i];
66 party.Add(g);
67 i++;
68 }
69
70 showPause(false);
71 }
72
73 public void hideAllPanels()
74 {
75 for(i = 1; i < panel.Length; i++)
76 {
77 panel[i].SetActive(false);
78 }
79 desc_text.text = "";
80 }
81
82 public void ShowPanel(int p) //shows and updates panels
83 {
84 if (p < 0 || p > 7)
85 return;
86 if (p == currentPanel)
87 {
88 //if equal, disable it
89 panel[p].SetActive(false);
90 panel[(int)Panel.Description].SetActive(false);
91 currentPanel = 0;
92 return;
93 }
94 if(currentPanel != 0)
95 {
96 //disable other panel, except main
97 panel[currentPanel].SetActive(false);
98 panel[(int)Panel.Description].SetActive(false);
99 }
100 //enable new panel
101 panel[p].SetActive(true);
102 panel[(int)Panel.Description].SetActive(true);
103 currentPanel = p;
104
105 //Handle Panel
106 switch ((Panel)p)
107 {
108 case Panel.Inventory:
109 handleInventory();
110 break;
111 case Panel.Abilities:
112 handleAbilities();
113 break;
114 case Panel.Status:
115 handleStatus();
116 break;
117 case Panel.Save:
118 handleSave();
119 break;
120 case Panel.Load:
121 handleLoad();
122 break;
123 case Panel.Settings:
124 handleSettings();
125 break;
126 case Panel.Quit:
127 handleQuit();
128 break;
129 default:
130 break;
131 }
132 }
133
134 private void handleInventory()
135 {
136 //get inventory buttons object
137 Transform tmp = panel[(int)Panel.Inventory].transform.GetChild(1);
138
139 Button[] item_buttons = new Button[tmp.childCount];
140 for(int i = 0; i < tmp.childCount; i++)
141 {
142 item_buttons[i] = tmp.GetChild(i).GetComponent<Button>();
143 }
144 UI.updateItems(this, gm.inventory, item_buttons);
145 }
146
147 private void handleAbilities()
148 {
149 updateSTPanel(panel[(int)Panel.Abilities].transform.GetChild(0), party, true);
150 selectedSource(null);
151 }
152 private void handleStatus()
153 {
154 panel[(int)Panel.Description].SetActive(false); //hide description
155 updateSTPanel(panel[(int)Panel.Status].transform.GetChild(0), party, false);
156 }
157 private void handleSave()
158 {
159 panel[(int)Panel.Description].SetActive(false); //hide description
160
161 for(int i = 0; i < 3; i++)
162 {
163 UI.setSLButtonText(panel[(int)Panel.Save].transform.GetChild(i).GetComponent<Button>(), i, false);
164 }
165
166 }
167 private void handleLoad()
168 {
169 panel[(int)Panel.Description].SetActive(false); //hide description
170
171 for (int i = 0; i < 3; i++)
172 {
173 UI.setSLButtonText(panel[(int)Panel.Load].transform.GetChild(i).GetComponent<Button>(), i, true);
174 }
175 }
176 private void handleSettings()
177 {
178
179 }
180 private void handleQuit()
181 {
182 panel[(int)Panel.Description].SetActive(false); //hide description
183 }
184
185 public override void showTargets(Action ac)
186 {
187 selectedAction(ac);
188 }
189
190 private void updateSTPanel(Transform panel, List<GoodGuy> list, bool source)
191 {
192
193 int i;
194 Transform [] btn = new Transform[panel.childCount];
195 for (i = 0; i < panel.childCount; i++)
196 {
197 btn[i] = panel.GetChild(i);
198 }
199
200 i = 0;
201 foreach(GoodGuy g in list)
202 {
203 if (i > btn.Length)
204 break;
205
206 UI.updateMeters(g.stats, btn[i].GetChild(0));
207
208 btn[i].GetComponent<Button>().onClick.RemoveAllListeners();
209 if (source)
210 {
211 btn[i].GetComponent<Button>().onClick.AddListener(() => selectedSource(g));
212 } else
213 {
214 btn[i].GetComponent<Button>().onClick.AddListener(() => selectedTarget(g, panel.gameObject));
215 }
216
217 i++;
218 }
219 }
220
221 private void selectedSource(GoodGuy s)
222 {
223 currentSource = s;
224 Transform t = panel[(int)Panel.Abilities].transform.GetChild(2);
225
226 int i = 0;
227 Button btn;
228 if (s != null)
229 {
230
231 foreach (Ability a in s.stats.GetAbilities())
232 {
233 if (i > t.childCount)
234 break;
235 if (a.ow_usable)
236 {
237 btn = t.GetChild(i).GetComponent<Button>();
238 btn.gameObject.SetActive(true);
239 btn.GetComponentInChildren<Text>().text = a.ToString();
240 btn.onClick.RemoveAllListeners();
241 btn.GetComponent<ActionButton>().setDescription(a.GetDescription());
242 btn.onClick.AddListener(() => selectedAction(a));
243 i++;
244 }
245
246 }
247 }
248 if(i == 0 && s != null)
249 {
250 btn = t.GetChild(0).GetComponent<Button>();
251 btn.gameObject.SetActive(true);
252 btn.GetComponentInChildren<Text>().text = "None";
253 btn.enabled = false;
254 btn.onClick.RemoveAllListeners();
255 btn.GetComponent<ActionButton>().setDescription(s + " doesn't have any overworld abilities...");
256 i++;
257 }
258 for (; i < t.childCount; i++)
259 {
260 t.GetChild(i).gameObject.SetActive(false);
261 }
262 }
263
264 private void selectedAction(Action action)
265 {
266 currentAction = action;
267
268 Transform p = panel[currentPanel].transform;
269 Transform tp = null, sp = null;
270 if(action is Ability)
271 {
272 sp = p.GetChild(0);
273 tp = p.GetChild(3);
274 } else if (action is ItemInfo)
275 {
276 sp = null;
277 tp = p.GetChild(2);
278 } else
279 {
280 Debug.Log("What are you doing exactly");
281 return;
282 }
283
284 tp.gameObject.SetActive(true);
285 updateSTPanel(tp, party, false);
286 if (sp != null)
287 {
288 updateSTPanel(sp, party, true);
289 }
290
291 //also update sources panel if present
292 }
293
294 private void selectedTarget(GoodGuy s, GameObject target_panel)
295 {
296 if(currentAction != null)
297 {
298 bool output;
299 currentTarget = s;
300 string str = null;
301 switch (currentPanel)
302 {
303
304 case (int)Panel.Inventory:
305 Debug.Log("Item: " + currentAction + ", Target: " + currentTarget);
306 str = AbilityDB.Process(party[0], currentAction, currentTarget, true, out output);
307 handleInventory();
308 target_panel.SetActive(false);
309 break;
310 case (int)Panel.Abilities:
311 Debug.Log("Source: " + currentSource + ", Action: " + currentAction + ", Target: " + currentTarget);
312 str = AbilityDB.Process(currentSource, currentAction, currentTarget, true, out output);
313 target_panel.SetActive(false);
314 updateSTPanel(panel[(int)Panel.Abilities].transform.GetChild(0), party, true);
315 break;
316 default:
317 Debug.Log("You shouldn't be here.");
318 break;
319 }
320
321 UI.changeText(desc_text, str);
322 }
323
324 if(currentPanel == (int)Panel.Status)
325 {
326 panel[(int)Panel.Status].transform.GetChild(2).GetComponent<Text>().text = s + "\n" + s.stats.ToString() + "\n\n\n" + s.description;
327 }
328 }
329}