UPF/Assets/Game/Scripts/SelectedItemMenu.cs
2022-10-17 04:25:47 +05:30

244 lines
10 KiB
C#

using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class SelectedItemMenu : MonoBehaviour
{
public Text nameTxt;
public Button upgradeMenuBtn;
public Button infoBtn;
public CollectBtn collectBtn;
// public Button joinHallBtn;
public Button repairRocketsBtn;
[Header("info menu")]
public GameObject infoMenu;
public GameObject[] tierIndicators;
public TMP_Text buildingName;
public TMP_Text descriptionTxt;
[Header("upgrade menu")]
public GameObject upgradeMenu;
public GameObject goldmineUpgradeMenu;
public Button btn_gold_prod;
public Button btn_gold_cap;
public Transform upgrade_statParent;
public GameObject[] upgrade_tierIndicators;
public TMP_Text upgrade_buildingName;
public TMP_Text extraDetailsTxt;
public Button upgradeBtn;
[Header("Special buildings")]
public BuildingData mainHall;
public BuildingData rocketRepair;
void Start()
{
Selector.OnSelectedChanged.AddListener(OnSelectionChanged);
upgradeMenuBtn.onClick.AddListener(OnUpgradeMenuClicked);
infoBtn.onClick.AddListener(OnInfoClicked);
upgradeBtn.onClick.AddListener(OnUpgrade);
collectBtn.btn.onClick.AddListener(OnCollect);
repairRocketsBtn.onClick.AddListener(OpenSkinMenu);
btn_gold_cap.onClick.AddListener(OnGoldmineCapUpgrade);
btn_gold_prod.onClick.AddListener(OnGoldmineProdUpgrade);
}
void OnSelectionChanged()
{
if (Selector.selectedBuilding != null)
{
infoBtn.gameObject.SetActive(true);
if (Selector.selectedData.levels.Count <= 1)
{
upgradeMenuBtn.gameObject.SetActive(false);
}
else
{
upgradeMenuBtn.gameObject.SetActive(true);
}
if(Selector.selectedData.collectable){
collectBtn.gameObject.SetActive(true);
Debug.Log("Last collected : " +Selector.selectedBuilding.lastCollected );
collectBtn.Set(Selector.selectedData.buildingName,Selector.selectedBuilding.lastCollected,Selector.selectedData.productinoRates[Selector.selectedBuilding.curLevel],Selector.selectedData.resourceType);
}else{
collectBtn.gameObject.SetActive(false);
}
// joinHallBtn.gameObject.SetActive((Selector.selectedData == mainHall));
repairRocketsBtn.gameObject.SetActive((Selector.selectedData == rocketRepair));
}
else
{
upgradeMenuBtn.gameObject.SetActive(false);
infoBtn.gameObject.SetActive(false);
collectBtn.gameObject.SetActive(false);
// joinHallBtn.gameObject.SetActive(false);
repairRocketsBtn.gameObject.SetActive(false);
}
upgradeMenu.SetActive(false);
infoMenu.SetActive(false);
}
public void OnUpgradeMenuClicked()
{
extraDetailsTxt.gameObject.SetActive(false);
// Debug.Log("Opening Upgrade Menu for : " + Selector.selectedBuilding.buildingData.name);
AudioManager.instnace.UIPopup();
upgradeMenu.SetActive(true);
upgrade_buildingName.text = Selector.selectedBuilding.buildingData.buildingName;
bool isGoldMine = Selector.selectedBuilding.GetComponent<GoldMine>()!=null;
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;
string nextLevelStat = ((Selector.selectedBuilding.buildingData.levels.Count-1 > Selector.selectedBuilding.curLevel) ? $" <color=green> -> {Selector.selectedBuilding.buildingData.levels[Selector.selectedBuilding.curLevel+1].stats[i].value}</color>" : "");
upgrade_statParent.GetChild(i).GetChild(1).GetComponent<TMP_Text>().text = stats[i].value + (isGoldMine? "":nextLevelStat);
upgrade_statParent.GetChild(i).GetChild(2).GetComponent<Image>().sprite = stats[i].image;
}
}
if(isGoldMine){ //Special path for gold mine
for(int i=0; i < upgrade_tierIndicators.Length;i++){ //No rarity tag for you
upgrade_tierIndicators[i].SetActive(false);
}
if (Selector.selectedBuilding.curLevel < Selector.selectedData.levels.Count - 1){
upgradeBtn.interactable = true;
upgradeBtn.GetComponentInChildren<TMP_Text>().text = "Upgrade";
}
return;
}
for(int i=0; i < upgrade_tierIndicators.Length;i++){
upgrade_tierIndicators[i].SetActive( Selector.selectedBuilding.curLevel == i);
}
if (Selector.selectedBuilding.curLevel < Selector.selectedData.levels.Count - 1)
{
upgradeBtn.interactable = (Selector.selectedData.levels[Selector.selectedBuilding.curLevel + 1].price < DBmanager.Coins);
upgradeBtn.GetComponentInChildren<TMP_Text>().text = Selector.selectedData.levels[Selector.selectedBuilding.curLevel + 1].price.ToString();
}
else
{
upgradeBtn.interactable = false;
upgradeBtn.GetComponentInChildren<TMP_Text>().text = "MAX!";
Debug.Log("Already max");
}
if(Selector.selectedData == rocketRepair){
SkinShopManager.instance.Populate();
upgradeBtn.interactable= (SkinShopManager.availableToUpgrade);
if(!SkinShopManager.availableToUpgrade && Selector.selectedBuilding.curLevel < Selector.selectedData.levels.Count-1){
// MessageDialog.instance.ShowMessage("Notice!","You have to purchase half of the best rarity skins available to upgrade");
extraDetailsTxt.gameObject.SetActive(true);
extraDetailsTxt.text = "You have to purchase half of the best rarity skins available to upgrade";
extraDetailsTxt.color = Color.red;
}
}
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");
}
}
public void OnUpgrade()
{
if(Selector.selectedBuilding.GetComponent<GoldMine>()!=null){
AudioManager.instnace.UIPopup();
goldmineUpgradeMenu.SetActive(true);
int L = Selector.selectedBuilding.curLevel+1;
int C = GoldMine.GetCapacityRateByLevel(L);
int P = GoldMine.GetProductionRateByLevel(L);
//Calculate prices
if(P>=GoldMine.LevelsCount){
btn_gold_prod.interactable=false;
btn_gold_prod.transform.Find("txt_price").GetComponent<TMP_Text>().text = "Max!";
}
else{
bool affroadable = DBmanager.Coins >= GoldMine.GetCostForProduction(L);
btn_gold_prod.interactable=affroadable;
btn_gold_prod.transform.Find("txt_price").GetComponent<TMP_Text>().text = GoldMine.GetCostForProduction(L).ToString();
}
if(C>=GoldMine.LevelsCount){
btn_gold_cap.interactable = false;
btn_gold_cap.transform.Find("txt_price").GetComponent<TMP_Text>().text = "Max!";
}
else{
bool affroadable = DBmanager.Coins >= GoldMine.GetCostForCapacity(L);
btn_gold_cap.interactable=affroadable;
btn_gold_cap.transform.Find("txt_price").GetComponent<TMP_Text>().text = GoldMine.GetCostForCapacity(L).ToString();
}
return;
}
upgradeBtn.interactable= false;
Selector.selectedBuilding.Upgrade();
OnUpgradeMenuClicked();
}
public void OnGoldmineCapUpgrade(){
int L = Selector.selectedBuilding.curLevel+1;
int C = GoldMine.GetCapacityRateByLevel(L);
if(C >=GoldMine.LevelsCount){return;}
int P = GoldMine.GetProductionRateByLevel(L);
int newLevel = GoldMine.GetLevelByRates(C + 1, P);
upgradeBtn.interactable= false;
Selector.selectedBuilding.Upgrade(newLevel:newLevel-1, cost:GoldMine.GetCostForCapacity(L) );
goldmineUpgradeMenu.SetActive(false);
OnUpgradeMenuClicked();
}
public void OnGoldmineProdUpgrade(){
int L = Selector.selectedBuilding.curLevel+1;
int C = GoldMine.GetCapacityRateByLevel(L);
int P = GoldMine.GetProductionRateByLevel(L);
if(P >=GoldMine.LevelsCount){return;}
int newLevel = GoldMine.GetLevelByRates(C, P+1);
upgradeBtn.interactable= false;
Selector.selectedBuilding.Upgrade(newLevel:newLevel-1, cost: GoldMine.GetCostForProduction(L));
goldmineUpgradeMenu.SetActive(false);
OnUpgradeMenuClicked();
}
void OnInfoClicked()
{
Debug.Log("Opening Info Menu for : " + Selector.selectedBuilding.buildingData.name);
infoMenu.SetActive(true);
buildingName.text = Selector.selectedBuilding.buildingData.buildingName;
for(int i=0; i < tierIndicators.Length;i++){
tierIndicators[i].SetActive( Selector.selectedBuilding.curLevel == i);
}
descriptionTxt.text = Selector.selectedBuilding.buildingData.description;
AudioManager.instnace.UIPopup();
}
public void OpenSkinMenu(){
SkinShopManager.instance.Show();
AudioManager.instnace.UIPopup();
}
void OnCollect(){
Debug.Log("Collecting from : " + Selector.selectedData.buildingName);
}
}