Add some final tweaks to inv interface, close #11

This commit is contained in:
excitedneon 2017-05-14 02:12:47 +03:00
parent 5fafaad691
commit d2d66a0b23
3 changed files with 195 additions and 75 deletions

View File

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@ -92,6 +92,7 @@ namespace Cyber.Controls {
private CursorHandler CursorHandler;
private MeshDB MeshDB;
private bool InventoryOpen = false;
private float PreviewVisibility = 0f;
private List<Transform> ItemGridCells;
private List<MeshFilter> ItemGridCellMeshes;
@ -143,7 +144,7 @@ namespace Cyber.Controls {
ItemGridSelectedIndex = CurrentIndex;
}
} else if (Mesh != null) {
float InvBrightness = 1f;
float InvBrightness = 1.1f;
float StsBrightness = 1f;
float SclBrightness = 1f;
float MapBrightness = 1f;
@ -187,11 +188,10 @@ namespace Cyber.Controls {
}
private void RebuildItemGrid(int focused) {
if (ItemGridSelectedIndex < 0) {
SetPreviewMesh(null);
}
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;
@ -200,12 +200,16 @@ namespace Cyber.Controls {
}
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);
@ -214,9 +218,10 @@ namespace Cyber.Controls {
if (Item != null) {
NameProps.Text = Item.Name;
DescriptionProps.Text = Item.Description;
ItemFound = true;
} else {
NameProps.Text = "NULL NAME";
DescriptionProps.Text = "NULL DESC";
NameProps.Text = "";
DescriptionProps.Text = "";
}
ItemNameText.SetTextProperties(NameProps);
ItemDescriptionText.SetTextProperties(DescriptionProps);
@ -229,30 +234,50 @@ namespace Cyber.Controls {
Vector3.Lerp(ItemGridSelector.position,
ItemGridCells[i].position, 20f * Time.deltaTime);
}
ItemGridSelector.LookAt(Camera.transform);
//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);
}
}
// 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;
ItemPreviewMesh.mesh = mesh;
if (mesh != null) {
FixMeshScaling(ItemPreviewMesh, 0.175f);
ItemPreviewMesh.mesh = mesh;
}
FixMeshScaling(ItemPreviewMesh, 0.175f * PreviewVisibility);
}
private void FixMeshScaling(MeshFilter toFix, float scale) {