Files
YachtDice/Assets/Scripts/Inventory/InventorySlotView.cs
T
horooko bee20fd1f8 [Refactor] Add folder-based namespaces to all C# scripts
Wrap all 39 scripts and 6 test files in namespaces matching their folder
structure (e.g. Assets/Scripts/Dice/ → YachtDice.Dice). Add cross-namespace
using directives where types are referenced across modules. Set rootNamespace
in both .asmdef files (YachtDice, YachtDice.Tests).

Namespace mapping:
- YachtDice.Dice — Dice, DiceRoller
- YachtDice.Economy — CurrencyBank
- YachtDice.Game — GameManager, DiceManager, DebugGameInput
- YachtDice.Inventory — InventoryController/Model/SlotView/View
- YachtDice.Modifiers — ModifierData/Effect/Enums/Pipeline/Runtime/Target
- YachtDice.Persistence — SaveData, SaveSystem
- YachtDice.Scoring — CategoryScorer, ScoreResult, ScoringSystem, YachtCategory
- YachtDice.Shop — ShopCatalog/Controller/ItemView/Model/View
- YachtDice.UI — CategoryRowView, DicePanelView, GameController, GameInfoView, ScoreCardView
- YachtDice.Editor — ModifierAssetCreator
- YachtDice.Tests — all test files

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-28 19:06:57 +07:00

84 lines
2.7 KiB
C#

using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using YachtDice.Modifiers;
namespace YachtDice.Inventory
{
public sealed class InventorySlotView : MonoBehaviour
{
[SerializeField] private Image iconImage;
[SerializeField] private TMP_Text nameText;
[SerializeField] private TMP_Text descriptionText;
[SerializeField] private TMP_Text usesText;
[SerializeField] private Button activateButton;
[SerializeField] private Button deactivateButton;
[SerializeField] private Button sellButton;
[SerializeField] private TMP_Text sellPriceText;
[SerializeField] private Image background;
[Header("Colors")]
[SerializeField] private Color activeColor = new(0.7f, 1f, 0.7f);
[SerializeField] private Color inactiveColor = Color.white;
private ModifierRuntime runtime;
public event Action<ModifierRuntime> OnActivateClicked;
public event Action<ModifierRuntime> OnDeactivateClicked;
public event Action<ModifierRuntime> OnSellClicked;
private void Awake()
{
if (activateButton != null)
activateButton.onClick.AddListener(() => OnActivateClicked?.Invoke(runtime));
if (deactivateButton != null)
deactivateButton.onClick.AddListener(() => OnDeactivateClicked?.Invoke(runtime));
if (sellButton != null)
sellButton.onClick.AddListener(() => OnSellClicked?.Invoke(runtime));
}
public void Setup(ModifierRuntime modifierRuntime, bool canActivateMore)
{
runtime = modifierRuntime;
var data = runtime.Data;
if (data == null) return;
if (nameText != null) nameText.text = data.DisplayName;
if (descriptionText != null) descriptionText.text = data.Description;
if (iconImage != null && data.Icon != null) iconImage.sprite = data.Icon;
if (usesText != null)
{
if (data.Durability == ModifierDurability.LimitedUses)
{
usesText.gameObject.SetActive(true);
usesText.text = $"{runtime.RemainingUses}/{data.MaxUses}";
}
else
{
usesText.gameObject.SetActive(false);
}
}
if (sellPriceText != null) sellPriceText.text = data.SellPrice.ToString();
bool isActive = runtime.IsActive;
if (activateButton != null)
{
activateButton.gameObject.SetActive(!isActive);
activateButton.interactable = canActivateMore;
}
if (deactivateButton != null)
deactivateButton.gameObject.SetActive(isActive);
if (background != null)
background.color = isActive ? activeColor : inactiveColor;
}
}
}