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135 lines
4.6 KiB
C#

2 weeks ago
using System;
using System.Collections.Generic;
using Unity.BossRoom.ConnectionManagement;
using Unity.BossRoom.Gameplay.GameplayObjects;
using Unity.BossRoom.Gameplay.GameplayObjects.Character;
using Unity.BossRoom.Gameplay.Messages;
using Unity.BossRoom.Infrastructure;
using UnityEngine;
using UnityEngine.UI;
using VContainer;
namespace Unity.BossRoom.Gameplay.UI
{
/// <summary>
/// Handles the display of in-game messages in a message feed
/// </summary>
public class UIMessageFeed : MonoBehaviour
{
[SerializeField]
List<UIMessageSlot> m_MessageSlots;
[SerializeField]
GameObject m_MessageSlotPrefab;
[SerializeField]
VerticalLayoutGroup m_VerticalLayoutGroup;
DisposableGroup m_Subscriptions;
[Inject]
void InjectDependencies(
#if UNITY_EDITOR || DEVELOPMENT_BUILD
ISubscriber<CheatUsedMessage> cheatUsedMessageSubscriber,
#endif
ISubscriber<DoorStateChangedEventMessage> doorStateChangedSubscriber,
ISubscriber<ConnectionEventMessage> connectionEventSubscriber,
ISubscriber<LifeStateChangedEventMessage> lifeStateChangedEventSubscriber
)
{
m_Subscriptions = new DisposableGroup();
#if UNITY_EDITOR || DEVELOPMENT_BUILD
m_Subscriptions.Add(cheatUsedMessageSubscriber.Subscribe(OnCheatUsedEvent));
#endif
m_Subscriptions.Add(doorStateChangedSubscriber.Subscribe(OnDoorStateChangedEvent));
m_Subscriptions.Add(connectionEventSubscriber.Subscribe(OnConnectionEvent));
m_Subscriptions.Add(lifeStateChangedEventSubscriber.Subscribe(OnLifeStateChangedEvent));
}
#if UNITY_EDITOR || DEVELOPMENT_BUILD
void OnCheatUsedEvent(CheatUsedMessage eventMessage)
{
DisplayMessage($"Cheat {eventMessage.CheatUsed} used by {eventMessage.CheaterName}");
}
#endif
void OnDoorStateChangedEvent(DoorStateChangedEventMessage eventMessage)
{
DisplayMessage(eventMessage.IsDoorOpen ? "The Door has been opened!" : "The Door is closing.");
}
void OnConnectionEvent(ConnectionEventMessage eventMessage)
{
switch (eventMessage.ConnectStatus)
{
case ConnectStatus.Success:
DisplayMessage($"{eventMessage.PlayerName} has joined the game!");
break;
case ConnectStatus.ServerFull:
case ConnectStatus.LoggedInAgain:
case ConnectStatus.UserRequestedDisconnect:
case ConnectStatus.GenericDisconnect:
case ConnectStatus.IncompatibleBuildType:
case ConnectStatus.HostEndedSession:
DisplayMessage($"{eventMessage.PlayerName} has left the game!");
break;
}
}
void OnLifeStateChangedEvent(LifeStateChangedEventMessage eventMessage)
{
switch (eventMessage.CharacterType)
{
case CharacterTypeEnum.Tank:
case CharacterTypeEnum.Archer:
case CharacterTypeEnum.Mage:
case CharacterTypeEnum.Rogue:
case CharacterTypeEnum.ImpBoss:
switch (eventMessage.NewLifeState)
{
case LifeState.Alive:
DisplayMessage($"{eventMessage.CharacterName} has been reanimated!");
break;
case LifeState.Fainted:
case LifeState.Dead:
DisplayMessage($"{eventMessage.CharacterName} has been defeated!");
break;
default:
throw new ArgumentOutOfRangeException();
}
break;
}
}
void DisplayMessage(string text)
{
var messageSlot = GetAvailableSlot();
messageSlot.Display(text);
}
UIMessageSlot GetAvailableSlot()
{
foreach (var slot in m_MessageSlots)
{
if (!slot.IsDisplaying)
{
return slot;
}
}
var go = Instantiate(m_MessageSlotPrefab, m_VerticalLayoutGroup.transform);
var messageSlot = go.GetComponentInChildren<UIMessageSlot>();
m_MessageSlots.Add(messageSlot);
return messageSlot;
}
void OnDestroy()
{
if (m_Subscriptions != null)
{
m_Subscriptions.Dispose();
}
}
}
}