Buildings added, Info and Upgrade Menus Display data, Scriptable Object improved

This commit is contained in:
Sewmina
2022-04-11 03:53:31 +05:30
parent 3581fe785d
commit 50162171d6
77 changed files with 3747 additions and 8891 deletions

View File

@@ -2,41 +2,76 @@ using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class SelectedItemMenu : MonoBehaviour
{
public Text nameTxt;
public Button upgradeBtn;
public Button infoBtn;
public UpgradeMenuItem[] menus;
[Header("info menu")]
public GameObject infoMenu;
public TMP_Text descriptionTxt;
[Header("upgrade menu")]
public GameObject upgradeMenu;
public Transform upgrade_statParent;
void Start()
{
Selector.OnSelectedChanged.AddListener(OnSelectionChanged);
upgradeBtn.onClick.AddListener(OnUpgradeClicked);
infoBtn.onClick.AddListener(OnInfoClicked);
gameObject.SetActive(false);
}
void OnUpgradeClicked(){
// Debug.Log("Opening Upgrade Menu for : " + Selector.selectedBuilding.buildingData.name);
for(int i = 0; i < menus.Length; i++){
menus[i].upgradeMenu.SetActive(menus[i].relatedBuildings.Contains(Selector.selectedBuilding.buildingData));
void OnSelectionChanged()
{
if (Selector.selectedBuilding != null)
{
infoBtn.gameObject.SetActive(true);
if (Selector.selectedBuilding.buildingData.levels.Count <= 1)
{
upgradeBtn.gameObject.SetActive(false);
}
else
{
upgradeBtn.gameObject.SetActive(true);
}
}
else
{
upgradeBtn.gameObject.SetActive(false);
infoBtn.gameObject.SetActive(false);
}
}
void OnInfoClicked(){
// Debug.Log("Opening Info Menu for : " + Selector.selectedBuilding.buildingData.name);
for(int i = 0; i < menus.Length; i++){
menus[i].infoMenu.SetActive(menus[i].relatedBuildings.Contains(Selector.selectedBuilding.buildingData));
void OnUpgradeClicked()
{
Debug.Log("Opening Upgrade Menu for : " + Selector.selectedBuilding.buildingData.name);
upgradeMenu.SetActive(true);
List<BuildingStat> stats = Selector.selectedBuilding.buildingData.levels[Selector.selectedBuilding.curLevel].stats;
for (int i = 0; i < upgrade_statParent.childCount; i++)
{
bool hasDataForThis = i < stats.Count;
upgrade_statParent.GetChild(i).gameObject.SetActive(hasDataForThis);
if (hasDataForThis)
{
upgrade_statParent.GetChild(i).GetChild(0).GetComponent<TMP_Text>().text = stats[i].name;
upgrade_statParent.GetChild(i).GetChild(1).GetComponent<TMP_Text>().text = stats[i].value;
}
}
if (upgrade_statParent.childCount > stats.Count)
{
Debug.LogError("Please add another slot for stats in upgrade menu.\nSlots not enough for " + Selector.selectedBuilding.buildingData.name + " , " + upgrade_statParent.childCount + " slots for " + stats.Count + " stats");
}
}
}
void OnInfoClicked()
{
Debug.Log("Opening Info Menu for : " + Selector.selectedBuilding.buildingData.name);
[System.Serializable]
public class UpgradeMenuItem{
public GameObject upgradeMenu;
public GameObject infoMenu;
public List<BuildingData> relatedBuildings;
}
infoMenu.SetActive(true);
descriptionTxt.text = Selector.selectedBuilding.buildingData.description;
}
}