Remake about a half of the inventory UI

This commit is contained in:
excitedneon 2017-05-13 22:56:06 +03:00
parent 5eb424bea0
commit fc1c61e9df
13 changed files with 4506 additions and 181 deletions

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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);
}
}
}

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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;
}
}

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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;
}
}
}

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