Cyber/Assets/Scripts/Controls/InventoryInterface.cs

309 lines
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C#
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cyber.Util;
using Cyber.Console;
using Cyber.Entities.SyncBases;
using Cyber.Items;
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namespace Cyber.Controls {
/// <summary>
/// Handles displaying and interacting with the inventory.
/// </summary>
public class InventoryInterface : MonoBehaviour {
/// <summary>
/// The inventory of the player, will be displayed here.
/// </summary>
public Inventory Inventory;
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/// <summary>
/// The camera that is displaying this inventory interface.
/// </summary>
public Camera Camera;
/// <summary>
/// The hologram that acts as the root for the inventory.
/// </summary>
public Hologram Hologram;
/// <summary>
/// The text texture that shows the selected item's name.
/// </summary>
public TextTextureApplier ItemNameText;
/// <summary>
/// The text texture that shows the selected item's description.
/// </summary>
public TextTextureApplier ItemDescriptionText;
/// <summary>
/// The item preview mesh.
/// </summary>
public MeshFilter ItemPreviewMesh;
/// <summary>
/// The item preview spinner.
/// </summary>
public Spinner ItemPreviewSpinner;
/// <summary>
/// The icon for the inventory.
/// </summary>
public MeshRenderer IconInventory;
/// <summary>
/// The icon for the status.
/// </summary>
public MeshRenderer IconStatus;
/// <summary>
/// The icon for the social.
/// </summary>
public MeshRenderer IconSocial;
/// <summary>
/// The icon for the map.
/// </summary>
public MeshRenderer IconMap;
/// <summary>
/// The text that describes the selected icon.
/// </summary>
public TextTextureApplier IconExplainerText;
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/// <summary>
/// The selector mesh. It'll move to the position of the selected item
/// in the grid.
/// </summary>
public Transform ItemGridSelector;
/// <summary>
/// The parent of all the gameobjects that create the grid.
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/// </summary>
public Transform ItemGridParent;
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/// <summary>
/// The item grid dimensions.
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/// </summary>
public Vector2 ItemGridDimensions;
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private CursorHandler CursorHandler;
private MeshDB MeshDB;
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private bool InventoryOpen = false;
private float PreviewVisibility = 0f;
private List<Transform> ItemGridCells;
private List<MeshFilter> ItemGridCellMeshes;
private int ItemGridSelectedIndex;
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private Color IconInventoryColor;
private Color IconStatusColor;
private Color IconSocialColor;
private Color IconMapColor;
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private void Start() {
CursorHandler = GameObject.Find("/Systems/CursorHandler").GetComponent<CursorHandler>();
MeshDB = GameObject.Find("/Systems/MeshDB").GetComponent<MeshDB>();
int ItemGridSize = (int) ItemGridDimensions.x * (int) ItemGridDimensions.y;
ItemGridCells = new List<Transform>(ItemGridSize);
ItemGridCellMeshes = new List<MeshFilter>(ItemGridSize);
for (int i = 0; i < ItemGridSize; i++) {
Transform Cell = ItemGridParent.GetChild(i).transform;
ItemGridCells.Add(Cell);
ItemGridCellMeshes.Add(Cell.GetComponentInChildren<MeshFilter>());
}
IconInventoryColor = IconInventory.material.GetColor("_EmissionColor");
IconStatusColor = IconStatus.material.GetColor("_EmissionColor");
IconSocialColor = IconSocial.material.GetColor("_EmissionColor");
IconMapColor = IconMap.material.GetColor("_EmissionColor");
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}
private void Update() {
if (Term.IsVisible()) {
return;
}
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if (Input.GetButtonDown("Inventory")) {
InventoryOpen = !InventoryOpen;
Hologram.Visible = InventoryOpen;
CursorHandler.RequestLockState(!InventoryOpen);
}
int CurrentIndex = -1;
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RaycastHit LookedAt = CameraUtil.GetLookedAtHit(Camera, 1f, true);
if (LookedAt.collider != null) {
MeshRenderer Mesh = LookedAt.collider.GetComponent<MeshRenderer>();
if (ItemGridCells.Contains(LookedAt.collider.transform)) {
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// Interacting with the item list
CurrentIndex = int.Parse(LookedAt.collider.name.Split(' ')[1]);
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if (Input.GetButtonDown("Activate")) {
ItemGridSelectedIndex = CurrentIndex;
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}
} else if (Mesh != null) {
float InvBrightness = 1.1f;
float StsBrightness = 1f;
float SclBrightness = 1f;
float MapBrightness = 1f;
string SelectedIcon = "";
if (Mesh == IconInventory) {
InvBrightness = 1.2f;
SelectedIcon = "Storage";
} else if (Mesh == IconStatus) {
StsBrightness = 1.2f;
SelectedIcon = "Status";
} else if (Mesh == IconSocial) {
SclBrightness = 1.2f;
SelectedIcon = "Social";
} else if (Mesh == IconMap) {
MapBrightness = 1.2f;
SelectedIcon = "Map";
}
TextTextureProperties Props = IconExplainerText.TextProperties;
Props.Text = SelectedIcon;
IconExplainerText.SetTextProperties(Props);
IconInventory.material.SetColor("_EmissionColor", new Color(IconInventoryColor.r * InvBrightness,
IconInventoryColor.g * InvBrightness, IconInventoryColor.b * InvBrightness));
IconStatus.material.SetColor("_EmissionColor", new Color(IconStatusColor.r * StsBrightness,
IconStatusColor.g * StsBrightness, IconStatusColor.b * StsBrightness));
IconSocial.material.SetColor("_EmissionColor", new Color(IconSocialColor.r * SclBrightness,
IconSocialColor.g * SclBrightness, IconSocialColor.b * SclBrightness));
IconMap.material.SetColor("_EmissionColor", new Color(IconMapColor.r * MapBrightness,
IconMapColor.g * MapBrightness, IconMapColor.b * MapBrightness));
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}
} else {
// Outside of the inventory, clicking will unselect
if (Input.GetButtonDown("Activate")) {
ItemGridSelectedIndex = -1;
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}
}
RebuildItemGrid(CurrentIndex);
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}
private void RebuildItemGrid(int focused) {
bool ItemFound = false;
for (int y = 0; y < ItemGridDimensions.y; y++) {
for (int x = 0; x < ItemGridDimensions.x; x++) {
// Find the item and mesh
int i = x + y * (int) ItemGridDimensions.x;
Item Item = Inventory.Drive.Interface.GetItemAt(x, y);
Mesh Mesh = null;
if (Item != null) {
Mesh = MeshDB.Meshes[Item.ModelID];
}
ItemGridCellMeshes[i].mesh = Mesh;
// Set the base scale and spin status
float Scale = 0.08f;
bool Spinning = false;
if (focused == i || ItemGridSelectedIndex == i) {
// Item is selected or hovered, animate
Scale = 0.1f;
Spinning = true;
}
if (ItemGridSelectedIndex == i) {
// Set preview information
SetPreviewMesh(Mesh);
TextTextureProperties NameProps = ItemNameText.TextProperties;
TextTextureProperties DescriptionProps = ItemDescriptionText.TextProperties;
if (Item != null) {
NameProps.Text = Item.Name;
DescriptionProps.Text = Item.Description;
ItemFound = true;
} else {
NameProps.Text = "";
DescriptionProps.Text = "";
}
ItemNameText.SetTextProperties(NameProps);
ItemDescriptionText.SetTextProperties(DescriptionProps);
// Move selector
if ((ItemGridSelector.position - ItemGridCells[i].position).magnitude < 0.01f) {
ItemGridSelector.position = ItemGridCells[i].position;
} else {
ItemGridSelector.position =
Vector3.Lerp(ItemGridSelector.position,
ItemGridCells[i].position, 20f * Time.deltaTime);
}
//ItemGridSelector.LookAt(Camera.transform);
Vector3 NewRot = ItemGridSelector.localEulerAngles;
NewRot.z = 0;
ItemGridSelector.localEulerAngles = NewRot;
}
if (!Spinning) {
// Not selected, reset rotation
ItemGridCellMeshes[i].transform.LookAt(Camera.transform);
Vector3 NewRot = ItemGridCellMeshes[i].transform.localEulerAngles;
NewRot.z = 0;
ItemGridCellMeshes[i].transform.localEulerAngles = NewRot;
}
// Update spinning status and scaling
ItemGridCells[i].GetComponent<Spinner>().Spinning = Spinning;
FixMeshScaling(ItemGridCellMeshes[i], Scale);
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}
}
// Hide the selector if nothing is selected
ItemGridSelector.gameObject.SetActive(ItemGridSelectedIndex >= 0);
// Clean up the preview screen if there was no item
if (!ItemFound) {
SetPreviewMesh(null);
TextTextureProperties NameProps = ItemNameText.TextProperties;
TextTextureProperties DescriptionProps = ItemDescriptionText.TextProperties;
NameProps.Text = "";
DescriptionProps.Text = "";
ItemNameText.SetTextProperties(NameProps);
ItemDescriptionText.SetTextProperties(DescriptionProps);
PreviewVisibility = Mathf.Lerp(PreviewVisibility, 0f, 10f * Time.deltaTime);
} else {
PreviewVisibility = Mathf.Lerp(PreviewVisibility, 1f, 10f * Time.deltaTime);
}
}
private void SetPreviewMesh(Mesh mesh) {
ItemPreviewSpinner.Spinning = mesh != null;
if (mesh != null) {
ItemPreviewMesh.mesh = mesh;
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}
FixMeshScaling(ItemPreviewMesh, 0.175f * PreviewVisibility);
}
private void FixMeshScaling(MeshFilter toFix, float scale) {
if (toFix.mesh == null) {
return;
}
float HighestExtent = 0.1f;
float Height = toFix.mesh.bounds.extents.y * 2f;
float Width = Mathf.Sqrt(Mathf.Pow(toFix.mesh.bounds.extents.x * 2f, 2) +
Mathf.Pow(toFix.mesh.bounds.extents.y * 2f, 2));
float Depth = Mathf.Sqrt(Mathf.Pow(toFix.mesh.bounds.extents.z * 2f, 2) +
Mathf.Pow(toFix.mesh.bounds.extents.y * 2f, 2));
if (Height > HighestExtent) {
HighestExtent = Height;
}
if (Width > HighestExtent) {
HighestExtent = Width;
}
if (Depth > HighestExtent) {
HighestExtent = Depth;
}
float Scale = scale * 1f / HighestExtent;
toFix.transform.localScale = new Vector3(Scale, Scale, Scale);
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}
}
}