Cyber/Assets/Scripts/Controls/InventoryInterface.cs
2017-05-21 21:34:44 +03:00

397 lines
17 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cyber.Util;
using Cyber.Console;
using Cyber.Entities.SyncBases;
using Cyber.Items;
using Cyber.Networking.Clientside;
using Cyber.Networking;
using Cyber.Networking.Messages;
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;
/// <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 parent.
/// </summary>
public Transform ItemPreview;
/// <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;
/// <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.
/// </summary>
public Transform ItemGridParent;
/// <summary>
/// The item grid dimensions.
/// </summary>
public Vector2 ItemGridDimensions;
/// <summary>
/// The material of the items in the item grid.
/// </summary>
public Material ItemGridHologramMaterial;
/// <summary>
/// The material of the item in the item preview.
/// </summary>
public Material ItemPreviewHologramMaterial;
private bool InventoryOpen = false;
private float PreviewVisibility = 0f;
private int PreviewModelID = -1;
private List<Transform> ItemGridCells;
private Dictionary<int, Item> ItemGridContainedItems = new Dictionary<int, Item>();
private int ItemGridSelectedIndex;
private Transform GrabbedItem;
private int GrabbedItemIndex = -1;
private Color IconInventoryColor;
private Color IconStatusColor;
private Color IconSocialColor;
private Color IconMapColor;
/// <summary>
/// Whether the inventory is currently open and interactible.
/// </summary>
/// <returns><c>true</c> if this instance is open; otherwise, <c>false</c>.</returns>
public bool IsOpen() {
return InventoryOpen;
}
private void Start() {
int ItemGridSize = (int) ItemGridDimensions.x * (int) ItemGridDimensions.y;
ItemGridCells = new List<Transform>(ItemGridSize);
for (int i = 0; i < ItemGridSize; i++) {
Transform Cell = ItemGridParent.GetChild(i).transform;
ItemGridCells.Add(Cell);
}
IconInventoryColor = IconInventory.material.GetColor("_EmissionColor");
IconStatusColor = IconStatus.material.GetColor("_EmissionColor");
IconSocialColor = IconSocial.material.GetColor("_EmissionColor");
IconMapColor = IconMap.material.GetColor("_EmissionColor");
}
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) {
MeshRenderer Mesh = LookedAt.collider.GetComponent<MeshRenderer>();
if (ItemGridCells.Contains(LookedAt.collider.transform)) {
// Interacting with the item list
CurrentIndex = int.Parse(LookedAt.collider.name.Split(' ')[1]);
if (GrabbedItem == null) {
// Nothing is currently being dragged, continue as normal
if (Input.GetButton("Activate") &&
(Input.GetAxis("Mouse X") != 0 || Input.GetAxis("Mouse Y") != 0) &&
ItemGridSelectedIndex == CurrentIndex) {
// This item has been selected for at least a frame,
// and the mouse is moving, this counts as dragging
GrabbedItem = LookedAt.collider.transform;
GrabbedItemIndex = CurrentIndex;
}
if (Input.GetButtonDown("Activate") || Input.GetButtonDown("Equip")) {
// Select things
ItemGridSelectedIndex = CurrentIndex;
}
if (Input.GetButtonDown("Equip")) {
// Equip things
Item SelectedItem = Inventory.Drive.GetItemAt(ItemGridSelectedIndex);
if (SelectedItem != null) {
Item Equipped = Inventory.Drive.GetSlot(SelectedItem.Slot);
if (Equipped != null && Equipped.ID == SelectedItem.ID) {
Inventory.Drive.UnequipSlot(SelectedItem.Slot);
Client.Send(PktType.InventoryAction, Inventory.ActionHandler.BuildClearSlot(SelectedItem.Slot));
} else {
Inventory.Drive.EquipItem(ItemGridSelectedIndex);
Client.Send(PktType.InventoryAction, Inventory.ActionHandler.BuildEquipItem(ItemGridSelectedIndex));
}
}
}
} else {
// Something is grabbed, make things react to this
ItemGridSelectedIndex = CurrentIndex;
if (Input.GetButtonUp("Activate")) {
// Grab was released, drop item here
if (GrabbedItemIndex == CurrentIndex) {
// The item was dropped in place, reset the position
if (ItemGridCells[GrabbedItemIndex].childCount > 0) {
ItemGridCells[GrabbedItemIndex].GetChild(0).localPosition = new Vector3();
}
} else {
// Lerp things (if the models are set)
Vector3 ReturnToPos = ItemGridCells[GrabbedItemIndex].position;
ItemGridCells[GrabbedItemIndex].position = ItemGridCells[CurrentIndex].position;
Lerper.LerpTransformPosition(ItemGridCells[GrabbedItemIndex], ReturnToPos, 20f);
// Switch items
Inventory.Drive.SwitchSlots(GrabbedItemIndex, CurrentIndex);
Client.Send(PktType.InventoryAction, Inventory.ActionHandler.BuildSlotSwitch(GrabbedItemIndex, CurrentIndex));
}
// Reset grabbing
GrabbedItem = null;
GrabbedItemIndex = -1;
} else {
if (ItemGridCells[GrabbedItemIndex].childCount > 0) {
ItemGridCells[GrabbedItemIndex].GetChild(0).position = LookedAt.point;
}
}
}
} 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));
}
} else {
// Outside of the inventory, clicking will unselect
if (Input.GetButtonDown("Activate")) {
ItemGridSelectedIndex = -1;
}
}
RebuildItemGrid(CurrentIndex);
}
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.GetItemAt(x + y * (int) ItemGridDimensions.x);
if (Item != null && (!ItemGridContainedItems.ContainsKey(i) || ItemGridContainedItems[i] != Item)) {
// Clear cell
for (int j = 0; j < ItemGridCells[i].childCount; j++) {
DestroyImmediate(ItemGridCells[i].GetChild(j).gameObject);
}
// Add new item
GameObject ItemObject = PrefabDB.Create(Item.ModelID, ItemGridCells[i]);
MeshUtil.SetMaterial(ItemObject, ItemGridHologramMaterial);
ItemGridContainedItems[i] = Item;
} else if (Item == null && ItemGridContainedItems.ContainsKey(i)) {
for (int j = 0; j < ItemGridCells[i].childCount; j++) {
Destroy(ItemGridCells[i].GetChild(j).gameObject);
}
ItemGridContainedItems.Remove(i);
}
// Set the base scale and spin status
float Scale = 0.13f;
bool Spinning = false;
if (focused == i || ItemGridSelectedIndex == i) {
// Item is selected or hovered, animate
Scale = 0.16f;
Spinning = true;
}
if (ItemGridSelectedIndex == i) {
// Set preview information
if (ItemGridCells[i].childCount > 0) {
SetPreviewItem(Item);
}
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, 10f * Time.deltaTime);
}
Vector3 NewRot = ItemGridSelector.localEulerAngles;
NewRot.z = 0;
ItemGridSelector.localEulerAngles = NewRot;
}
if (!Spinning) {
// Not selected, reset rotation
if (ItemGridCells[i].childCount > 0) {
Transform ItemTransform = ItemGridCells[i].GetChild(0);
ItemTransform.LookAt(Camera.transform);
Vector3 NewRot = ItemTransform.localEulerAngles;
NewRot.z = 0;
NewRot.y += 90;
ItemTransform.localEulerAngles = NewRot;
}
}
// Update spinning status and scaling
ItemGridCells[i].GetComponent<Spinner>().Spinning = Spinning;
if (ItemGridCells[i].childCount > 0) {
FixMeshScaling(ItemGridCells[i].GetChild(0), 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) {
SetPreviewItem(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 SetPreviewItem(Item item) {
ItemPreviewSpinner.Spinning = item != null;
if (item != null && PreviewModelID != item.ModelID) {
for (int j = 0; j < ItemPreview.childCount; j++) {
DestroyImmediate(ItemPreview.GetChild(j).gameObject);
}
GameObject ItemObject = PrefabDB.Create(item.ModelID, ItemPreview);
MeshUtil.SetMaterial(ItemObject, ItemPreviewHologramMaterial);
PreviewModelID = item.ModelID;
}
FixMeshScaling(ItemPreview, 0.35f * PreviewVisibility);
}
private void FixMeshScaling(Transform toFix, float scale) {
Vector3 Extents = MeshUtil.GetMeshBounds(toFix.gameObject).extents;
float HighestExtent = 0.1f;
if (Extents.x > HighestExtent) {
HighestExtent = Extents.x;
}
if (Extents.y > HighestExtent) {
HighestExtent = Extents.y;
}
if (Extents.z > HighestExtent) {
HighestExtent = Extents.z;
}
float Scale = scale * 0.5f / HighestExtent;
toFix.localScale = new Vector3(Scale, Scale, Scale);
}
}
}