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177 lines
8.3 KiB
177 lines
8.3 KiB
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Drawing;
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using UnityEngine;
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using UnityEngine.UI;
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using TMPro;
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/// <summary>
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/// This class connects a grid view for buy state of the shop to a controller to manipulate the BuyModel via a ShopController
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/// interface, it contains specific methods to setup and update a grid view, with the data from a BuyModel. If you want to display
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/// informationoutside of the BuyModel, for example, the money amount from the player's inventory, then you need to either keep a
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/// reference to all the related models, or make this class an observer/event subscriber of the related models.
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/// </summary>
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public abstract class ShopView : MonoBehaviour
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{
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public ShopModel ShopModel => model; //A getter to access shopModel. Will access inventory of trade partner in sell mode!
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[SerializeField]
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protected GameObject itemPrefab; //A prefab to display an item in the view
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[SerializeField]
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protected Button buyButton;
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[SerializeField]
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protected TextMeshProUGUI instructionText;
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[SerializeField] protected LayoutGroup layoutGroup; // The layout group that represents this view visually
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[SerializeField] private ModelComponent ownModel; // Reference to the model this view technically belongs to
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protected ShopModel model; // Model in MVC pattern
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protected ShopModel other; // Other model in MVC pattern (our own inventory)
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protected ShopController shopController; //Controller in MVC pattern
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private ItemType itemFilter = ItemType.All; // View can filter items, and this is the filter we want to use for that
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// Set up the view's necessary stuff before the view is enabled
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protected virtual void Awake()
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{
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//model = new BuyModel(2f, 16, 500); //Right now use magic values to set up the shop
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Debug.Assert(ownModel != null,"No shop model assigned!",this);
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model = ownModel.Model;
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shopController = gameObject.AddComponent<MouseController>().Initialize(model);//Set the default controller to be the mouse controller
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SetupItemIconView(); //Setup the grid view's properties
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InitializeButtons(); //Connect the buttons to the controller
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//model.Subscribe(this);
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}
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private void OnEnable()
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{
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// sanity check
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if (model == null) model = ownModel.Model;
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PopulateItemIconView(); //Display items
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}
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private void OnDisable()
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{
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ClearIconView();
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}
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//------------------------------------------------------------------------------------------------------------------------
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// SetupItemIconView()
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//------------------------------------------------------------------------------------------------------------------------
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//Setup the grid view according to the ViewConfig object's requirements, right now it just sets the constraint mode and column count,
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//you can make cosmetic adjustments to the GridLayoutGroup by adding more configurations to ViewConfig and use them adjusting properties
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//like cellSize, spacing, padding, etc.
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protected abstract void SetupItemIconView();
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//------------------------------------------------------------------------------------------------------------------------
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// RepopulateItems()
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//------------------------------------------------------------------------------------------------------------------------
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//Clears the grid view and repopulates it with new icons (updates the visible icons)
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private void RepopulateItemIconView() {
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ClearIconView();
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PopulateItemIconView();
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}
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//------------------------------------------------------------------------------------------------------------------------
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// PopulateItems()
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//------------------------------------------------------------------------------------------------------------------------
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//Adds one icon for each item in the shop
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private void PopulateItemIconView() {
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foreach (Item item in model.inventory.GetItems()) {
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if(itemFilter == ItemType.All || item.GetItemType() == itemFilter)
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AddItemToView(item);
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}
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}
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//------------------------------------------------------------------------------------------------------------------------
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// ClearIconView()
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//------------------------------------------------------------------------------------------------------------------------
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//Removes all existing icons in the gridview
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protected abstract void ClearIconView();
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//------------------------------------------------------------------------------------------------------------------------
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// AddItemToView()
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//------------------------------------------------------------------------------------------------------------------------
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//Adds a new item container to the view, each view can have its way of displaying items
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protected abstract void AddItemToView(Item item);
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protected abstract void RemoveItemFromView(Item item);
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//------------------------------------------------------------------------------------------------------------------------
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// InitializeButtons()
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//------------------------------------------------------------------------------------------------------------------------
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//This method adds a listener to the 'Buy' button. They are forwarded to the controller. Since this is the confirm button of
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//the buy view, it will just call the controller interface's ConfirmSelectedItem function, the controller will handle the rest.
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private void InitializeButtons() {
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buyButton.onClick.AddListener(
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delegate {
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shopController.ConfirmSelectedItem();
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}
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);
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}
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// Set the item filter and automatically repopulate. Could use bit flags probably...
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public void SetItemFilter(ItemType filter)
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{
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this.itemFilter = filter;
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RepopulateItemIconView();
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}
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private void Update()
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{
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//RepopulateItemIconView();//Repopulate the view each frame, this is very inefficient and won't work in many scenarios and SHOULD NOT be in
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//the final implementation, the view should be modified by the models via an observer or event queue pattern
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//Switch between mouse and keyboard controllers
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if (Input.GetKeyUp(KeyCode.K))
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{
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if (shopController is MouseController)
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{
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SwitchToKeyboardControl();
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}
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}
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else if (Input.GetMouseButtonUp(0))
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{
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if (shopController is GridViewKeyboardController)
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{
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SwitchToMouseControl();
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}
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}
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//Let the current controller handle input
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shopController.HandleInput();
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}
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//------------------------------------------------------------------------------------------------------------------------
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// SwitchToKeyboardControl()
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//------------------------------------------------------------------------------------------------------------------------
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protected abstract void SwitchToKeyboardControl();
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//------------------------------------------------------------------------------------------------------------------------
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// SwitchToMouseControl()
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//------------------------------------------------------------------------------------------------------------------------
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protected abstract void SwitchToMouseControl();
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// These three are from the observable interface, and it was decided to leave this stuff to the implementation for now. Keeping here for reference
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// public virtual void OnSelected(Item item)
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// {
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// Debug.Log("View selects item: " + item.name,this);
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// RepopulateItemIconView();
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// }
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//
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// public virtual void OnRemoved(Item item)
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// {
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// RemoveItemFromView(item);
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// }
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//
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// public virtual void OnAdded(Item item)
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// {
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// throw new NotImplementedException();
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// }
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}
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