MVC shop project for software architecture, in Unity.
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using System.Collections;
using System.Collections.Generic;
using System.Drawing;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
/// <summary>
/// This class connects a grid view for buy state of the shop to a controller to manipulate the BuyModel via a ShopController
/// interface, it contains specific methods to setup and update a grid view, with the data from a BuyModel. If you want to display
/// informationoutside of the BuyModel, for example, the money amount from the player's inventory, then you need to either keep a
/// reference to all the related models, or make this class an observer/event subscriber of the related models.
/// </summary>
public class ShopGridBuyView : MonoBehaviour
{
public ShopModel ShopModel => shopModel; //A getter to access shopModel.
[SerializeField]
private GridLayoutGroup itemLayoutGroup; //Links to a GridLayoutGroup in the Unity scene
[SerializeField]
private GameObject itemPrefab; //A prefab to display an item in the view
[SerializeField]
private Button buyButton;
[SerializeField]
private TextMeshProUGUI instructionText;
private ViewConfig viewConfig; //To set up the grid view, we need to know how many columns the grid view has, in the current setup,
//this information can be found in a ViewConfig scriptable object, which serves as a configuration file for
//views.
private ShopModel shopModel; //Model in MVC pattern
private ShopController shopController; //Controller in MVC pattern
private void Start()
{
shopModel = new BuyModel(2f, 16, 500); //Right now use magic values to set up the shop
shopController = gameObject.AddComponent<MouseController>().Initialize(shopModel);//Set the default controller to be the mouse controller
viewConfig = Resources.Load<ViewConfig>("ViewConfig");//Load the ViewConfig scriptable object from the Resources folder
Debug.Assert(viewConfig != null);
SetupItemIconView(); //Setup the grid view's properties
PopulateItemIconView(); //Display items
InitializeButtons(); //Connect the buttons to the controller
}
//------------------------------------------------------------------------------------------------------------------------
// SetupItemIconView()
//------------------------------------------------------------------------------------------------------------------------
//Setup the grid view according to the ViewConfig object's requirements, right now it just sets the constraint mode and column count,
//you can make cosmetic adjustments to the GridLayoutGroup by adding more configurations to ViewConfig and use them adjusting properties
//like cellSize, spacing, padding, etc.
private void SetupItemIconView()
{
itemLayoutGroup.constraint = GridLayoutGroup.Constraint.FixedColumnCount;//Set the constraint mode of the GridLayoutGroup
itemLayoutGroup.constraintCount = viewConfig.gridViewColumnCount; //Set the column count according to the ViewConfig object
}
//------------------------------------------------------------------------------------------------------------------------
// RepopulateItems()
//------------------------------------------------------------------------------------------------------------------------
//Clears the grid view and repopulates it with new icons (updates the visible icons)
private void RepopulateItemIconView() {
ClearIconView();
PopulateItemIconView();
}
//------------------------------------------------------------------------------------------------------------------------
// PopulateItems()
//------------------------------------------------------------------------------------------------------------------------
//Adds one icon for each item in the shop
private void PopulateItemIconView() {
foreach (Item item in shopModel.inventory.GetItems()) {
AddItemToView(item);
}
}
//------------------------------------------------------------------------------------------------------------------------
// ClearIconView()
//------------------------------------------------------------------------------------------------------------------------
//Removes all existing icons in the gridview
private void ClearIconView() {
Transform[] allIcons = itemLayoutGroup.transform.GetComponentsInChildren<Transform>();
foreach (Transform child in allIcons) {
if (child != itemLayoutGroup.transform) {
Destroy(child.gameObject);
}
}
}
//------------------------------------------------------------------------------------------------------------------------
// AddItemToView()
//------------------------------------------------------------------------------------------------------------------------
//Adds a new item container to the view, each view can have its way of displaying items
private void AddItemToView(Item item) {
GameObject newItemIcon = GameObject.Instantiate(itemPrefab);
newItemIcon.transform.SetParent(itemLayoutGroup.transform);
newItemIcon.transform.localScale = Vector3.one;//The scale would automatically change in Unity so we set it back to Vector3.one.
GridViewItemContainer itemContainer = newItemIcon.GetComponent<GridViewItemContainer>();
Debug.Assert(itemContainer != null);
bool isSelected = (item == shopModel.GetSelectedItem());
itemContainer.Initialize(item, isSelected);
}
//------------------------------------------------------------------------------------------------------------------------
// InitializeButtons()
//------------------------------------------------------------------------------------------------------------------------
//This method adds a listener to the 'Buy' button. They are forwarded to the controller. Since this is the confirm button of
//the buy view, it will just call the controller interface's ConfirmSelectedItem function, the controller will handle the rest.
private void InitializeButtons() {
buyButton.onClick.AddListener(
delegate {
shopController.ConfirmSelectedItem();
}
);
}
private void Update()
{
RepopulateItemIconView();//Repopulate the view each frame, this is very inefficient and won't work in many scenarios and SHOULD NOT be in
//the final implementation, the view should be modified by the models via an observer or event queue pattern
//Switch between mouse and keyboard controllers
if (Input.GetKeyUp(KeyCode.K))
{
if (shopController is MouseController)
{
SwitchToKeyboardControl();
}
}
else if (Input.GetMouseButtonUp(0))
{
if (shopController is GridViewKeyboardController)
{
SwitchToMouseControl();
}
}
//Let the current controller handle input
shopController.HandleInput();
}
//------------------------------------------------------------------------------------------------------------------------
// SwitchToKeyboardControl()
//------------------------------------------------------------------------------------------------------------------------
private void SwitchToKeyboardControl()
{
Destroy(shopController);//Remove the current controller component
shopController = gameObject.AddComponent<GridViewKeyboardController>().Initialize(shopModel);//Create and add a keyboard controller
instructionText.text = "The current control mode is: Keyboard Control, WASD to select item, press K to buy. Press left mouse button to switch to Mouse Control.";
buyButton.gameObject.SetActive(false);//Hide the buy button because we only use keyboard
}
//------------------------------------------------------------------------------------------------------------------------
// SwitchToMouseControl()
//------------------------------------------------------------------------------------------------------------------------
private void SwitchToMouseControl()
{
Destroy(shopController);//Remove the current controller component
shopController = gameObject.AddComponent<MouseController>().Initialize(shopModel);//Create and add a mouse controller
instructionText.text = "The current control mode is: Mouse Control, press 'K' to switch to Keyboard Control.";
buyButton.gameObject.SetActive(true);//Show the buy button for the mouse controler
}
}