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CrowdControl/Assets/Source/Scripts/CharactersMenu.cs

65 lines
1.8 KiB
C#

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