Remake about a half of the inventory UI
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@ -2,6 +2,7 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Cyber.Util;
|
||||
using Cyber.Console;
|
||||
|
||||
namespace Cyber.Controls {
|
||||
|
||||
@ -20,6 +21,16 @@ namespace Cyber.Controls {
|
||||
/// </summary>
|
||||
public Hologram Hologram;
|
||||
|
||||
/// <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>
|
||||
@ -46,20 +57,28 @@ namespace Cyber.Controls {
|
||||
public TextTextureApplier IconExplainerText;
|
||||
|
||||
/// <summary>
|
||||
/// The text that contains the item list.
|
||||
/// The selector mesh. It'll move to the position of the selected item
|
||||
/// in the grid.
|
||||
/// </summary>
|
||||
public TextTextureApplier ItemListText;
|
||||
public Transform ItemGridSelector;
|
||||
|
||||
/// <summary>
|
||||
/// How many items can be shown on the screen at the same time.
|
||||
/// The parent of all the gameobjects that create the grid.
|
||||
/// </summary>
|
||||
public float ItemsPerScreen;
|
||||
public Transform ItemGridParent;
|
||||
|
||||
/// <summary>
|
||||
/// The item grid dimensions.
|
||||
/// </summary>
|
||||
public Vector2 ItemGridDimensions;
|
||||
|
||||
private CursorHandler CursorHandler;
|
||||
private MeshDB MeshDB;
|
||||
private bool InventoryOpen = false;
|
||||
private int TestingInventorySize = 20;
|
||||
private int ScrollingIndex = 0;
|
||||
private int SelectedIndex = -1;
|
||||
|
||||
private List<Transform> ItemGridCells;
|
||||
private List<MeshFilter> ItemGridCellMeshes;
|
||||
private int ItemGridSelectedIndex;
|
||||
|
||||
private Color IconInventoryColor;
|
||||
private Color IconStatusColor;
|
||||
@ -68,7 +87,16 @@ namespace Cyber.Controls {
|
||||
|
||||
private void Start() {
|
||||
CursorHandler = GameObject.Find("/Systems/CursorHandler").GetComponent<CursorHandler>();
|
||||
RebuildItemList(-1);
|
||||
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");
|
||||
@ -77,35 +105,26 @@ namespace Cyber.Controls {
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
if (Term.IsVisible()) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (Input.GetButtonDown("Inventory")) {
|
||||
InventoryOpen = !InventoryOpen;
|
||||
Hologram.Visible = InventoryOpen;
|
||||
CursorHandler.RequestLockState(!InventoryOpen);
|
||||
}
|
||||
|
||||
int CurrentIndex = -1;
|
||||
RaycastHit LookedAt = CameraUtil.GetLookedAtHit(Camera, 1f, true);
|
||||
if (LookedAt.collider != null) {
|
||||
TextTextureApplier Text = LookedAt.collider.GetComponent<TextTextureApplier>();
|
||||
MeshRenderer Mesh = LookedAt.collider.GetComponent<MeshRenderer>();
|
||||
if (Text != null && Text == ItemListText) {
|
||||
if (ItemGridCells.Contains(LookedAt.collider.transform)) {
|
||||
// Interacting with the item list
|
||||
// Calculate the index
|
||||
float ScaledY = (Text.transform.InverseTransformPoint(LookedAt.point).z * 0.1f) + 0.5f;
|
||||
int CurrentIndex = ScrollingIndex + (int)(ScaledY * ItemsPerScreen);
|
||||
|
||||
// Update inputs
|
||||
if (Input.GetAxis("Mouse ScrollWheel") > 0 && ScrollingIndex > 0) {
|
||||
ScrollingIndex--;
|
||||
}
|
||||
if (Input.GetAxis("Mouse ScrollWheel") < 0 && ScrollingIndex < TestingInventorySize - 1) {
|
||||
ScrollingIndex++;
|
||||
}
|
||||
CurrentIndex = int.Parse(LookedAt.collider.name.Split(' ')[1]);
|
||||
if (Input.GetButtonDown("Activate")) {
|
||||
SelectedIndex = CurrentIndex;
|
||||
ItemGridSelectedIndex = CurrentIndex;
|
||||
}
|
||||
|
||||
// Rebuild the list
|
||||
RebuildItemList(CurrentIndex);
|
||||
} else if (Mesh != null) {
|
||||
float InvBrightness = 1f;
|
||||
float StsBrightness = 1f;
|
||||
@ -115,7 +134,7 @@ namespace Cyber.Controls {
|
||||
|
||||
if (Mesh == IconInventory) {
|
||||
InvBrightness = 1.2f;
|
||||
SelectedIcon = "Inventory";
|
||||
SelectedIcon = "Storage";
|
||||
} else if (Mesh == IconStatus) {
|
||||
StsBrightness = 1.2f;
|
||||
SelectedIcon = "Status";
|
||||
@ -131,37 +150,91 @@ namespace Cyber.Controls {
|
||||
Props.Text = SelectedIcon;
|
||||
IconExplainerText.SetTextProperties(Props);
|
||||
|
||||
IconInventory.material.SetColor("_EmissionColor", IconInventoryColor * InvBrightness);
|
||||
IconStatus.material.SetColor("_EmissionColor", IconStatusColor * StsBrightness);
|
||||
IconSocial.material.SetColor("_EmissionColor", IconSocialColor * SclBrightness);
|
||||
IconMap.material.SetColor("_EmissionColor", IconMapColor * MapBrightness);
|
||||
|
||||
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));
|
||||
}
|
||||
} else {
|
||||
// Outside of the inventory, clicking will unselect
|
||||
if (Input.GetButtonDown("Activate")) {
|
||||
SelectedIndex = -1;
|
||||
RebuildItemList(-1);
|
||||
ItemGridSelectedIndex = -1;
|
||||
}
|
||||
}
|
||||
RebuildItemGrid(CurrentIndex);
|
||||
}
|
||||
|
||||
private void RebuildItemGrid(int focused) {
|
||||
if (ItemGridSelectedIndex < 0) {
|
||||
SetPreviewMesh(null);
|
||||
}
|
||||
for (int i = 0; i < ItemGridDimensions.x * ItemGridDimensions.y; i++) {
|
||||
ItemGridCellMeshes[i].mesh = MeshDB.Meshes[i % MeshDB.Meshes.Length];
|
||||
float Scale = 0.08f;
|
||||
bool Spinning = false;
|
||||
if (focused == i || ItemGridSelectedIndex == i) {
|
||||
Scale = 0.1f;
|
||||
Spinning = true;
|
||||
}
|
||||
if (ItemGridSelectedIndex == i) {
|
||||
SetPreviewMesh(ItemGridCellMeshes[i].mesh);
|
||||
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) {
|
||||
ItemGridCellMeshes[i].transform.LookAt(Camera.transform);
|
||||
Vector3 NewRot = ItemGridCellMeshes[i].transform.localEulerAngles;
|
||||
NewRot.z = 0;
|
||||
ItemGridCellMeshes[i].transform.localEulerAngles = NewRot;
|
||||
}
|
||||
ItemGridCells[i].GetComponent<Spinner>().Spinning = Spinning;
|
||||
FixMeshScaling(ItemGridCellMeshes[i], Scale);
|
||||
}
|
||||
}
|
||||
|
||||
private void RebuildItemList(int focused) {
|
||||
string Inv = "";
|
||||
for (int i = ScrollingIndex; i < TestingInventorySize; i++) {
|
||||
if (i == focused) {
|
||||
Inv += "<b>";
|
||||
}
|
||||
if (i == SelectedIndex) {
|
||||
Inv += "·";
|
||||
}
|
||||
Inv += "Item #" + i + "\n";
|
||||
if (i == focused) {
|
||||
Inv += "</b>";
|
||||
}
|
||||
private void SetPreviewMesh(Mesh mesh) {
|
||||
ItemPreviewSpinner.Spinning = mesh != null;
|
||||
ItemPreviewMesh.mesh = mesh;
|
||||
|
||||
if (mesh != null) {
|
||||
FixMeshScaling(ItemPreviewMesh, 0.175f);
|
||||
}
|
||||
TextTextureProperties NewProps = ItemListText.TextProperties;
|
||||
NewProps.Text = Inv;
|
||||
ItemListText.SetTextProperties(NewProps);
|
||||
}
|
||||
|
||||
private void FixMeshScaling(MeshFilter toFix, float scale) {
|
||||
float HighestExtent = 0f;
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
18
Assets/Scripts/Util/MeshDB.cs
Normal file
18
Assets/Scripts/Util/MeshDB.cs
Normal file
@ -0,0 +1,18 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cyber.Util {
|
||||
|
||||
/// <summary>
|
||||
/// Mesh database, contains all the meshes in the game. This should be
|
||||
/// used if meshes are needed at runtime.
|
||||
/// </summary>
|
||||
public class MeshDB : MonoBehaviour {
|
||||
|
||||
/// <summary>
|
||||
/// The meshes that can be used at runtime.
|
||||
/// </summary>
|
||||
public Mesh[] Meshes;
|
||||
}
|
||||
}
|
12
Assets/Scripts/Util/MeshDB.cs.meta
Normal file
12
Assets/Scripts/Util/MeshDB.cs.meta
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 928708f1fbd954c6e9e015942b8ddb92
|
||||
timeCreated: 1494617518
|
||||
licenseType: Free
|
||||
MonoImporter:
|
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serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
|
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userData:
|
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assetBundleName:
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assetBundleVariant:
|
40
Assets/Scripts/Util/Spinner.cs
Normal file
40
Assets/Scripts/Util/Spinner.cs
Normal file
@ -0,0 +1,40 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cyber.Util {
|
||||
|
||||
/// <summary>
|
||||
/// Spins the transform at a defined speed.
|
||||
/// </summary>
|
||||
public class Spinner : MonoBehaviour {
|
||||
|
||||
/// <summary>
|
||||
/// The axis this spinner spins around.
|
||||
/// </summary>
|
||||
public Vector3 Axis = new Vector3(0, 1, 0);
|
||||
|
||||
/// <summary>
|
||||
/// The rounds per minute of the spinning.
|
||||
/// </summary>
|
||||
public float RoundsPerMinute = 30;
|
||||
|
||||
/// <summary>
|
||||
/// Whether the spinner is spinning currently.
|
||||
/// </summary>
|
||||
public bool Spinning = true;
|
||||
|
||||
private float CurrentRelativeSpeed = 1f;
|
||||
|
||||
private void Start() {
|
||||
CurrentRelativeSpeed = Spinning ? 1f : 0f;
|
||||
}
|
||||
|
||||
private void Update() {
|
||||
CurrentRelativeSpeed = Mathf.Lerp(CurrentRelativeSpeed,
|
||||
Spinning ? 1f : 0f, 20f * Time.deltaTime);
|
||||
transform.localEulerAngles = transform.localEulerAngles +
|
||||
Axis * RoundsPerMinute * CurrentRelativeSpeed * Time.deltaTime;
|
||||
}
|
||||
}
|
||||
}
|
12
Assets/Scripts/Util/Spinner.cs.meta
Normal file
12
Assets/Scripts/Util/Spinner.cs.meta
Normal file
@ -0,0 +1,12 @@
|
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fileFormatVersion: 2
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guid: 0b0a8d5b96e07491dbcbbaa244f887f0
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timeCreated: 1494617956
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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Loading…
Reference in New Issue
Block a user