Files
YachtDice/Assets/Scripts/Inventory/InventorySlotView.cs
T

83 lines
2.9 KiB
C#

using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using YachtDice.Modifiers.Runtime;
namespace YachtDice.Inventory
{
public 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 ModifierInstance _instance;
public event Action<ModifierInstance> OnActivateClicked;
public event Action<ModifierInstance> OnDeactivateClicked;
public event Action<ModifierInstance> OnSellClicked;
private void Awake()
{
if (activateButton != null)
activateButton.onClick.AddListener(() => OnActivateClicked?.Invoke(_instance));
if (deactivateButton != null)
deactivateButton.onClick.AddListener(() => OnDeactivateClicked?.Invoke(_instance));
if (sellButton != null)
sellButton.onClick.AddListener(() => OnSellClicked?.Invoke(_instance));
}
public void Setup(ModifierInstance modifierInstance, bool canActivateMore)
{
_instance = modifierInstance;
var def = _instance.Definition;
if (def == null) return;
if (nameText != null) nameText.text = def.DisplayName;
if (descriptionText != null) descriptionText.text = def.Description;
if (iconImage != null && def.Icon != null) iconImage.sprite = def.Icon;
if (usesText != null)
{
if (def.HasLimitedUses)
{
usesText.gameObject.SetActive(true);
usesText.text = $"{_instance.RemainingUses}/{def.MaxUses}";
}
else
{
usesText.gameObject.SetActive(false);
}
}
if (sellPriceText != null) sellPriceText.text = def.SellPrice.ToString();
bool isActive = _instance.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;
}
}
}