[Fix] Code visual

This commit is contained in:
2026-02-28 19:25:26 +07:00
parent bee20fd1f8
commit e24b30743b
39 changed files with 2611 additions and 2687 deletions
+58 -59
View File
@@ -7,73 +7,72 @@ using YachtDice.Modifiers;
namespace YachtDice.Inventory
{
public sealed class InventoryView : MonoBehaviour
{
[SerializeField] private Transform slotContainer;
[SerializeField] private InventorySlotView slotPrefab;
[SerializeField] private TMP_Text slotCountText;
[SerializeField] private Button closeButton;
private readonly List<InventorySlotView> spawnedSlots = new();
public event Action<ModifierRuntime> OnActivateClicked;
public event Action<ModifierRuntime> OnDeactivateClicked;
public event Action<ModifierRuntime> OnSellClicked;
private void Awake()
public class InventoryView : MonoBehaviour
{
if (closeButton != null)
closeButton.onClick.AddListener(Hide);
}
[SerializeField] private Transform slotContainer;
[SerializeField] private InventorySlotView slotPrefab;
[SerializeField] private TMP_Text slotCountText;
[SerializeField] private Button closeButton;
private void OnDestroy()
{
if (closeButton != null)
closeButton.onClick.RemoveListener(Hide);
}
private readonly List<InventorySlotView> spawnedSlots = new();
public void Show() => gameObject.SetActive(true);
public void Hide() => gameObject.SetActive(false);
public bool IsVisible => gameObject.activeSelf;
public event Action<ModifierRuntime> OnActivateClicked;
public event Action<ModifierRuntime> OnDeactivateClicked;
public event Action<ModifierRuntime> OnSellClicked;
public void Refresh(IReadOnlyList<ModifierRuntime> owned, int maxSlots)
{
ClearSlots();
int activeCount = 0;
for (int i = 0; i < owned.Count; i++)
private void Awake()
{
var runtime = owned[i];
if (runtime.IsActive) activeCount++;
var slot = Instantiate(slotPrefab, slotContainer);
slot.Setup(runtime, activeCount <= maxSlots);
slot.OnActivateClicked += HandleActivate;
slot.OnDeactivateClicked += HandleDeactivate;
slot.OnSellClicked += HandleSell;
spawnedSlots.Add(slot);
if (closeButton != null)
closeButton.onClick.AddListener(Hide);
}
if (slotCountText != null)
slotCountText.text = $"{activeCount}/{maxSlots}";
}
private void ClearSlots()
{
for (int i = 0; i < spawnedSlots.Count; i++)
private void OnDestroy()
{
spawnedSlots[i].OnActivateClicked -= HandleActivate;
spawnedSlots[i].OnDeactivateClicked -= HandleDeactivate;
spawnedSlots[i].OnSellClicked -= HandleSell;
Destroy(spawnedSlots[i].gameObject);
if (closeButton != null)
closeButton.onClick.RemoveListener(Hide);
}
spawnedSlots.Clear();
}
private void HandleActivate(ModifierRuntime runtime) => OnActivateClicked?.Invoke(runtime);
private void HandleDeactivate(ModifierRuntime runtime) => OnDeactivateClicked?.Invoke(runtime);
private void HandleSell(ModifierRuntime runtime) => OnSellClicked?.Invoke(runtime);
}
public void Show() => gameObject.SetActive(true);
public void Hide() => gameObject.SetActive(false);
public bool IsVisible => gameObject.activeSelf;
public void Refresh(IReadOnlyList<ModifierRuntime> owned, int maxSlots)
{
ClearSlots();
int activeCount = 0;
for (int i = 0; i < owned.Count; i++)
{
var runtime = owned[i];
if (runtime.IsActive) activeCount++;
var slot = Instantiate(slotPrefab, slotContainer);
slot.Setup(runtime, activeCount <= maxSlots);
slot.OnActivateClicked += HandleActivate;
slot.OnDeactivateClicked += HandleDeactivate;
slot.OnSellClicked += HandleSell;
spawnedSlots.Add(slot);
}
if (slotCountText != null)
slotCountText.text = $"{activeCount}/{maxSlots}";
}
private void ClearSlots()
{
for (int i = 0; i < spawnedSlots.Count; i++)
{
spawnedSlots[i].OnActivateClicked -= HandleActivate;
spawnedSlots[i].OnDeactivateClicked -= HandleDeactivate;
spawnedSlots[i].OnSellClicked -= HandleSell;
Destroy(spawnedSlots[i].gameObject);
}
spawnedSlots.Clear();
}
private void HandleActivate(ModifierRuntime runtime) => OnActivateClicked?.Invoke(runtime);
private void HandleDeactivate(ModifierRuntime runtime) => OnDeactivateClicked?.Invoke(runtime);
private void HandleSell(ModifierRuntime runtime) => OnSellClicked?.Invoke(runtime);
}
}