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65 lines
1.8 KiB
C#
65 lines
1.8 KiB
C#
2 months ago
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using D2D;
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using D2D.Utilities;
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using DG.Tweening;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.UI;
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using static D2D.Utilities.CommonGameplayFacade;
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public class CharactersMenu : Unit
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{
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[SerializeField] private MemberUpgrades[] members;
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[SerializeField] private GameObject memberUIPrefab;
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[SerializeField] private Transform memberUIRoot;
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[SerializeField] private Button closeButton;
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[SerializeField] private Button openButton;
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[SerializeField] private CanvasGroup canvasGroup;
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private Dictionary<MemberUpgrades, CharacterItemUI> UIbyCharacter = new Dictionary<MemberUpgrades, CharacterItemUI>();
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private void Start()
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{
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List<MemberUpgrades> membersList = new();
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foreach (var member in members)
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{
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UIbyCharacter.Add(member, null);
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membersList.Add(member);
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}
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var newList = membersList.OrderByDescending(x => _db.UnlockedMembers.Contains(x.name) ? 1 : 0);
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foreach (var member in newList)
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{
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var memberGO = Instantiate(memberUIPrefab, memberUIRoot);
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var memberComp = memberGO.Get<CharacterItemUI>();
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memberComp.Init(member);
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if (_db.UnlockedMembers.Contains(member.name))
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{
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memberComp.Unlock();
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}
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UIbyCharacter[member] = memberComp;
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}
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closeButton.onClick.AddListener(CloseWindow);
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openButton.onClick.AddListener(OpenWindow);
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}
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public void CloseWindow()
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{
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canvasGroup.DOFade(0, 0);
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canvasGroup.interactable = false;
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canvasGroup.blocksRaycasts = false;
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}
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public void OpenWindow()
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{
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canvasGroup.DOFade(1, 0);
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canvasGroup.interactable = true;
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canvasGroup.blocksRaycasts = true;
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}
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}
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