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278 lines
9.7 KiB
C#
278 lines
9.7 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.BossRoom.Gameplay.UserInput;
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using Unity.BossRoom.Gameplay.GameplayObjects;
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using Unity.BossRoom.Gameplay.GameplayObjects.Character;
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using UnityEngine;
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using Action = Unity.BossRoom.Gameplay.Actions.Action;
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using SkillTriggerStyle = Unity.BossRoom.Gameplay.UserInput.ClientInputSender.SkillTriggerStyle;
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namespace Unity.BossRoom.Gameplay.UI
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{
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/// <summary>
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/// Provides logic for a Hero Action Bar with attack, skill buttons and a button to open emotes panel
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/// This bar tracks button clicks on hero action buttons for later use by ClientInputSender
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/// </summary>
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public class HeroActionBar : MonoBehaviour
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{
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[SerializeField]
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[Tooltip("The button that activates the basic action (comparable to right-clicking the mouse)")]
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UIHUDButton m_BasicActionButton;
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[SerializeField]
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[Tooltip("The button that activates the hero's first special move")]
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UIHUDButton m_SpecialAction1Button;
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[SerializeField]
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[Tooltip("The button that activates the hero's second special move")]
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UIHUDButton m_SpecialAction2Button;
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[SerializeField]
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[Tooltip("The button that opens/closes the Emote bar")]
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UIHUDButton m_EmoteBarButton;
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[SerializeField]
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[Tooltip("The Emote bar that will be enabled or disabled when clicking the Emote bar button")]
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GameObject m_EmotePanel;
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/// <summary>
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/// Our input-sender. Initialized in RegisterInputSender()
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/// </summary>
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ClientInputSender m_InputSender;
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/// <summary>
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/// Identifiers for the buttons on the action bar.
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/// </summary>
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enum ActionButtonType
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{
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BasicAction,
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Special1,
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Special2,
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EmoteBar,
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}
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/// <summary>
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/// Cached UI information about one of the buttons on the action bar.
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/// Takes care of registering/unregistering click-event messages,
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/// and routing the events into HeroActionBar.
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/// </summary>
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class ActionButtonInfo
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{
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public readonly ActionButtonType Type;
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public readonly UIHUDButton Button;
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public readonly UITooltipDetector Tooltip;
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/// <summary> T
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/// The current Action that is used when this button is pressed.
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/// </summary>
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public Action CurAction;
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readonly HeroActionBar m_Owner;
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public ActionButtonInfo(ActionButtonType type, UIHUDButton button, HeroActionBar owner)
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{
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Type = type;
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Button = button;
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Tooltip = button.GetComponent<UITooltipDetector>();
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m_Owner = owner;
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}
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public void RegisterEventHandlers()
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{
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Button.OnPointerDownEvent += OnClickDown;
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Button.OnPointerUpEvent += OnClickUp;
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}
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public void UnregisterEventHandlers()
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{
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Button.OnPointerDownEvent -= OnClickDown;
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Button.OnPointerUpEvent -= OnClickUp;
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}
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void OnClickDown()
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{
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m_Owner.OnButtonClickedDown(Type);
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}
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void OnClickUp()
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{
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m_Owner.OnButtonClickedUp(Type);
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}
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}
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/// <summary>
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/// Dictionary of info about all the buttons on the action bar.
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/// </summary>
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Dictionary<ActionButtonType, ActionButtonInfo> m_ButtonInfo;
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/// <summary>
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/// Cache the input sender from a <see cref="ClientPlayerAvatar"/> and self-initialize.
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/// </summary>
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/// <param name="clientPlayerAvatar"></param>
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void RegisterInputSender(ClientPlayerAvatar clientPlayerAvatar)
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{
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if (!clientPlayerAvatar.TryGetComponent(out ClientInputSender inputSender))
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{
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Debug.LogError("ClientInputSender not found on ClientPlayerAvatar!", clientPlayerAvatar);
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}
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if (m_InputSender != null)
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{
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Debug.LogWarning($"Multiple ClientInputSenders in scene? Discarding sender belonging to {m_InputSender.gameObject.name} and adding it for {inputSender.gameObject.name} ");
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}
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m_InputSender = inputSender;
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m_InputSender.action1ModifiedCallback += Action1ModifiedCallback;
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Action action1 = null;
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if (m_InputSender.actionState1 != null)
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{
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GameDataSource.Instance.TryGetActionPrototypeByID(m_InputSender.actionState1.actionID, out action1);
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}
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UpdateActionButton(m_ButtonInfo[ActionButtonType.BasicAction], action1);
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Action action2 = null;
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if (m_InputSender.actionState2 != null)
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{
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GameDataSource.Instance.TryGetActionPrototypeByID(m_InputSender.actionState2.actionID, out action2);
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}
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UpdateActionButton(m_ButtonInfo[ActionButtonType.Special1], action2);
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Action action3 = null;
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if (m_InputSender.actionState3 != null)
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{
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GameDataSource.Instance.TryGetActionPrototypeByID(m_InputSender.actionState3.actionID, out action3);
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}
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UpdateActionButton(m_ButtonInfo[ActionButtonType.Special2], action3);
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}
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void Action1ModifiedCallback()
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{
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var action = GameDataSource.Instance.GetActionPrototypeByID(m_InputSender.actionState1.actionID);
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UpdateActionButton(m_ButtonInfo[ActionButtonType.BasicAction],
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action,
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m_InputSender.actionState1.selectable);
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}
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void DeregisterInputSender()
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{
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if (m_InputSender)
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{
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m_InputSender.action1ModifiedCallback -= Action1ModifiedCallback;
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}
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m_InputSender = null;
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}
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void Awake()
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{
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m_ButtonInfo = new Dictionary<ActionButtonType, ActionButtonInfo>()
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{
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[ActionButtonType.BasicAction] = new ActionButtonInfo(ActionButtonType.BasicAction, m_BasicActionButton, this),
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[ActionButtonType.Special1] = new ActionButtonInfo(ActionButtonType.Special1, m_SpecialAction1Button, this),
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[ActionButtonType.Special2] = new ActionButtonInfo(ActionButtonType.Special2, m_SpecialAction2Button, this),
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[ActionButtonType.EmoteBar] = new ActionButtonInfo(ActionButtonType.EmoteBar, m_EmoteBarButton, this),
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};
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ClientPlayerAvatar.LocalClientSpawned += RegisterInputSender;
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ClientPlayerAvatar.LocalClientDespawned += DeregisterInputSender;
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}
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void OnEnable()
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{
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foreach (ActionButtonInfo buttonInfo in m_ButtonInfo.Values)
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{
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buttonInfo.RegisterEventHandlers();
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}
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}
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void OnDisable()
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{
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foreach (ActionButtonInfo buttonInfo in m_ButtonInfo.Values)
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{
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buttonInfo.UnregisterEventHandlers();
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}
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}
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void OnDestroy()
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{
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DeregisterInputSender();
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ClientPlayerAvatar.LocalClientSpawned -= RegisterInputSender;
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ClientPlayerAvatar.LocalClientDespawned -= DeregisterInputSender;
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}
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void Update()
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{
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if (Input.GetKeyUp(KeyCode.Alpha4))
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{
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m_ButtonInfo[ActionButtonType.EmoteBar].Button.OnPointerUpEvent.Invoke();
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}
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}
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void OnButtonClickedDown(ActionButtonType buttonType)
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{
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if (buttonType == ActionButtonType.EmoteBar)
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{
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return; // this is the "emote" button; we won't do anything until they let go of the button
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}
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if (m_InputSender == null)
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{
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//nothing to do past this point if we don't have an InputSender.
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return;
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}
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// send input to begin the action associated with this button
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m_InputSender.RequestAction(m_ButtonInfo[buttonType].CurAction.ActionID, SkillTriggerStyle.UI);
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}
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void OnButtonClickedUp(ActionButtonType buttonType)
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{
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if (buttonType == ActionButtonType.EmoteBar)
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{
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m_EmotePanel.SetActive(!m_EmotePanel.activeSelf);
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return;
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}
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if (m_InputSender == null)
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{
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//nothing to do past this point if we don't have an InputSender.
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return;
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}
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// send input to complete the action associated with this button
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m_InputSender.RequestAction(m_ButtonInfo[buttonType].CurAction.ActionID, SkillTriggerStyle.UIRelease);
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}
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void UpdateActionButton(ActionButtonInfo buttonInfo, Action action, bool isClickable = true)
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{
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// first find the info we need (sprite and description)
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Sprite sprite = null;
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string description = "";
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if (action != null)
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{
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sprite = action.Config.Icon;
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description = action.Config.Description;
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}
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// set up UI elements appropriately
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if (sprite == null)
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{
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buttonInfo.Button.gameObject.SetActive(false);
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}
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else
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{
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buttonInfo.Button.gameObject.SetActive(true);
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buttonInfo.Button.interactable = isClickable;
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buttonInfo.Button.image.sprite = sprite;
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buttonInfo.Tooltip.SetText(description);
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}
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// store the action type so that we can retrieve it in click events
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buttonInfo.CurAction = action;
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}
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}
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}
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