49 lines
2.7 KiB
C#
49 lines
2.7 KiB
C#
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.UI;
|
|
namespace DepthsOfGreed.HandbookUI
|
|
{
|
|
public sealed class BuildMenuController : MonoBehaviour
|
|
{
|
|
[SerializeField] private Button[] categoryButtons;
|
|
[SerializeField] private TowerCardView[] cardSlots;
|
|
public TestPlacementController Placement { get; set; }
|
|
private readonly List<HandbookTowerEntry>[] groups = { new List<HandbookTowerEntry>(), new List<HandbookTowerEntry>(), new List<HandbookTowerEntry>(), new List<HandbookTowerEntry>() };
|
|
private int selected = -1;
|
|
private TowerCardView revealed;
|
|
public int SelectedCategory => selected;
|
|
public void Initialize(HandbookTowerCatalog catalog)
|
|
{
|
|
foreach (var card in cardSlots) card.Initialize(this);
|
|
foreach (var group in groups) group.Clear();
|
|
if (catalog.towers != null) foreach (var entry in catalog.towers) if (entry) groups[(int)entry.menuGroup].Add(entry);
|
|
for (int i = 0; i < categoryButtons.Length; i++) { int n = i; categoryButtons[i].onClick.AddListener(() => SelectCategory(n)); }
|
|
SelectCategory(0);
|
|
}
|
|
public void SelectCategory(int index)
|
|
{
|
|
if (index < 0 || index >= groups.Length || index == selected) return;
|
|
selected = index; ResetCards(); Bind();
|
|
for (int i = 0; i < categoryButtons.Length; i++)
|
|
{
|
|
categoryButtons[i].image.color = Color.white; var colors = categoryButtons[i].colors;
|
|
colors.normalColor = i == index ? new Color(1, 0.76f, 0.35f) : new Color(0.87f, 0.84f, 0.75f);
|
|
colors.highlightedColor = i == index ? new Color(1, 0.86f, 0.55f) : new Color(0.97f, 0.94f, 0.85f);
|
|
colors.selectedColor = colors.normalColor; categoryButtons[i].colors = colors;
|
|
}
|
|
}
|
|
private void Bind()
|
|
{
|
|
if (groups[selected].Count > cardSlots.Length) Debug.LogError("Handbuch: Mehr Einträge als vorbereitete Baukarten; weitere Slots im Inspector ergänzen.", this);
|
|
for (int i = 0; i < cardSlots.Length; i++) { bool visible = i < groups[selected].Count; cardSlots[i].gameObject.SetActive(visible); if (visible) cardSlots[i].Bind(groups[selected][i]); }
|
|
}
|
|
public void ToggleCard(TowerCardView card)
|
|
{
|
|
if (revealed == card) { card.SetBack(false); revealed = null; return; }
|
|
if (revealed) revealed.SetBack(false); revealed = card; card.SetBack(true);
|
|
}
|
|
public void ResetCards() { revealed = null; foreach (var card in cardSlots) card.SetBack(false, true); }
|
|
public void ResetForClose() { ResetCards(); selected = -1; SelectCategory(0); }
|
|
}
|
|
}
|