Update EC_InventoryUI.cs

This commit is contained in:
hungdk
2025-09-18 00:55:35 +07:00
parent 3403aa6331
commit cf2f0dc40d
@@ -1,238 +1,255 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
using System.Reflection;
namespace PerfectWorld.Scripts.Managers
{
public class EC_InventoryUI : MonoBehaviour
{
[Header("UI References")]
[SerializeField] private GridLayoutGroup gridLayoutGroup;
[SerializeField] private GameObject inventoryButtonPrefab;
[SerializeField] private Transform inventoryContainer;
[Header("Pack Buttons (assign in Inspector)")]
[SerializeField] private List<Button> inventoryPackButtons = new List<Button>(); // byPackage: 0
[SerializeField] private List<Button> equipmentPackButtons = new List<Button>(); // byPackage: 1
[SerializeField] private List<Button> fashionPackButtons = new List<Button>(); // byPackage: 3
[Header("Detail Panel (assign in Inspector)")]
[SerializeField] private GameObject detailPanelRoot;
[SerializeField] private bool hideDetailOnStart = true;
[SerializeField] private TextOutlet nameText;
[SerializeField] private TextOutlet templateIdText;
[SerializeField] private TextOutlet countText;
[SerializeField] private TextOutlet slotText;
[SerializeField] private TextOutlet packageText;
[SerializeField] private TextOutlet stateText;
[SerializeField] private TextOutlet expireText;
[SerializeField] private TextOutlet crcText;
[SerializeField] private TextOutlet contentLenText;
[Header("Inventory Settings")]
[SerializeField] private byte targetPackage = 0; // 0 = PACK_INVENTORY, 1 = PACK_EQUIPMENT, 2 = PACK_TASKINVENTORY
[SerializeField] private bool autoRefresh = true;
[SerializeField] private float refreshInterval = 1.0f;
private List<GameObject> inventoryButtons = new List<GameObject>();
private float lastRefreshTime;
private InventoryModel model;
private InventoryView view;
private const byte PKG_INVENTORY = 0;
private const byte PKG_EQUIPMENT = 1;
private const byte PKG_FASHION = 3; // Note: byPackage 3 used for Fashion
private void Awake()
{
model = new InventoryModel();
view = new InventoryView();
}
private void Start()
{
InitializeUI();
RefreshInventory();
RefreshAll();
if (hideDetailOnStart)
{
ShowDetailPanel(false);
}
}
private void Update()
{
if (autoRefresh && Time.time - lastRefreshTime >= refreshInterval)
{
RefreshInventory();
RefreshAll();
}
}
private void InitializeUI()
{
if (gridLayoutGroup == null)
{
Debug.LogError("[InventoryUI] GridLayoutGroup is not assigned!");
return;
}
if (inventoryButtonPrefab == null)
{
Debug.LogError("[InventoryUI] Inventory Button Prefab is not assigned!");
return;
}
if (inventoryContainer == null)
{
inventoryContainer = gridLayoutGroup.transform;
}
}
public void RefreshInventory()
public void RefreshAll()
{
lastRefreshTime = Time.time;
ClearInventoryButtons();
// Get inventory data from EC_Inventory
var inventoryData = GetInventoryData(targetPackage);
if (inventoryData == null || inventoryData.Count == 0)
{
Debug.Log($"[InventoryUI] No items found in package {targetPackage}");
return;
}
// Create buttons for each inventory item
foreach (var item in inventoryData.Values.OrderBy(x => x.Slot))
{
CreateInventoryButton(item);
}
Debug.Log($"[InventoryUI] Refreshed inventory with {inventoryData.Count} items");
var invItems = model.GetInventoryData(PKG_INVENTORY);
var eqpItems = model.GetInventoryData(PKG_EQUIPMENT);
var fshItems = model.GetInventoryData(PKG_FASHION);
view.RenderPackage(inventoryPackButtons, invItems, PKG_INVENTORY, OnInventoryButtonClicked, GetDisplayTextForItem);
view.RenderPackage(equipmentPackButtons, eqpItems, PKG_EQUIPMENT, OnInventoryButtonClicked, GetDisplayTextForItem);
view.RenderPackage(fashionPackButtons, fshItems, PKG_FASHION, OnInventoryButtonClicked, GetDisplayTextForItem);
}
private Dictionary<int, InventoryItemData> GetInventoryData(byte package)
private void OnInventoryButtonClicked(byte package, int slot)
{
// Access the private _itemsByPackage dictionary from EC_Inventory using reflection
var inventoryType = typeof(EC_Inventory);
var itemsByPackageField = inventoryType.GetField("_itemsByPackage",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static);
if (itemsByPackageField == null)
var data = model.GetInventoryData(package);
if (data != null && data.TryGetValue(slot, out var itemData))
{
Debug.LogError("[InventoryUI] Could not access _itemsByPackage field from EC_Inventory");
return new Dictionary<int, InventoryItemData>();
FillDetailPanel(package, itemData);
}
var itemsByPackage = itemsByPackageField.GetValue(null) as Dictionary<byte, Dictionary<int, InventoryItemData>>;
if (itemsByPackage == null)
else
{
Debug.LogError("[InventoryUI] _itemsByPackage is null");
return new Dictionary<int, InventoryItemData>();
}
if (itemsByPackage.TryGetValue(package, out var packageItems))
{
return packageItems;
}
return new Dictionary<int, InventoryItemData>();
}
private void CreateInventoryButton(InventoryItemData itemData)
{
if (inventoryButtonPrefab == null) return;
// Instantiate button
GameObject buttonObj = Instantiate(inventoryButtonPrefab, inventoryContainer);
inventoryButtons.Add(buttonObj);
// Get button components
Button button = buttonObj.GetComponent<Button>();
if (button == null)
{
Debug.LogWarning("[InventoryUI] Button component not found on prefab");
return;
}
// Set up button text
SetupButtonText(buttonObj, itemData);
// Set up button click handler
button.onClick.RemoveAllListeners();
button.onClick.AddListener(() => OnInventoryItemClicked(itemData));
// Set up button visual state
SetupButtonVisual(buttonObj, itemData);
}
private void SetupButtonText(GameObject buttonObj, InventoryItemData itemData)
{
// Try to find Text component (for older UI system)
Text textComponent = buttonObj.GetComponentInChildren<Text>();
if (textComponent != null)
{
string itemName = EC_IvtrItem.ResolveItemName(itemData.TemplateId);
string displayText = string.IsNullOrEmpty(itemName) ?
$"Item {itemData.TemplateId}" : itemName;
if (itemData.Count > 1)
{
displayText += $" x{itemData.Count}";
}
textComponent.text = displayText;
return;
}
// Try to find TextMeshProUGUI component (for TextMeshPro)
var tmpComponent = buttonObj.GetComponentInChildren<TMPro.TextMeshProUGUI>();
if (tmpComponent != null)
{
string itemName = EC_IvtrItem.ResolveItemName(itemData.TemplateId);
string displayText = string.IsNullOrEmpty(itemName) ?
$"Item {itemData.TemplateId}" : itemName;
if (itemData.Count > 1)
{
displayText += $" x{itemData.Count}";
}
tmpComponent.text = displayText;
return;
}
Debug.LogWarning("[InventoryUI] No text component found on button prefab");
}
private void SetupButtonVisual(GameObject buttonObj, InventoryItemData itemData)
{
// Set button color based on item state or other properties
Image buttonImage = buttonObj.GetComponent<Image>();
if (buttonImage != null)
{
// You can customize colors based on item properties
if (itemData.State != 0)
{
buttonImage.color = Color.yellow; // Highlight special state items
}
else if (itemData.Count <= 0)
{
buttonImage.color = Color.gray; // Gray out empty items
}
else
{
buttonImage.color = Color.white; // Default color
}
ShowDetailPanel(false);
}
}
private void OnInventoryItemClicked(InventoryItemData itemData)
private string GetDisplayTextForItem(int slot, InventoryItemData itemData)
{
if (itemData == null || itemData.Count <= 0)
{
return string.Empty;
}
string itemName = EC_IvtrItem.ResolveItemName(itemData.TemplateId);
Debug.Log($"[InventoryUI] Item clicked: {itemName} (ID: {itemData.TemplateId}, Count: {itemData.Count}, Slot: {itemData.Slot})");
// Add your custom item click logic here
// For example: show item details, use item, etc.
}
private void ClearInventoryButtons()
{
foreach (GameObject button in inventoryButtons)
string displayText = string.IsNullOrEmpty(itemName) ? $"Item {itemData.TemplateId}" : itemName;
if (itemData.Count > 1)
{
if (button != null)
{
DestroyImmediate(button);
}
displayText += $" x{itemData.Count}";
}
inventoryButtons.Clear();
return displayText;
}
public void SetTargetPackage(byte package)
{
targetPackage = package;
RefreshInventory();
}
public void ToggleAutoRefresh()
{
autoRefresh = !autoRefresh;
}
public void SetRefreshInterval(float interval)
{
refreshInterval = Mathf.Max(0.1f, interval);
}
private void OnDestroy()
// === MVC: Model ===
private class InventoryModel
{
ClearInventoryButtons();
private readonly FieldInfo itemsByPackageField;
public InventoryModel()
{
var inventoryType = typeof(EC_Inventory);
itemsByPackageField = inventoryType.GetField("_itemsByPackage", BindingFlags.NonPublic | BindingFlags.Static);
if (itemsByPackageField == null)
{
Debug.LogError("[InventoryUI] Could not access _itemsByPackage field from EC_Inventory");
}
}
public Dictionary<int, InventoryItemData> GetInventoryData(byte package)
{
if (itemsByPackageField == null)
{
return new Dictionary<int, InventoryItemData>();
}
var itemsByPackage = itemsByPackageField.GetValue(null) as Dictionary<byte, Dictionary<int, InventoryItemData>>;
if (itemsByPackage == null)
{
return new Dictionary<int, InventoryItemData>();
}
if (itemsByPackage.TryGetValue(package, out var packageItems))
{
return packageItems;
}
return new Dictionary<int, InventoryItemData>();
}
}
// === MVC: View ===
private class InventoryView
{
public void RenderPackage(List<Button> buttons, Dictionary<int, InventoryItemData> items, byte package, System.Action<byte, int> onClick, System.Func<int, InventoryItemData, string> getDisplayText)
{
if (buttons == null)
{
return;
}
for (int slot = 0; slot < buttons.Count; slot++)
{
var button = buttons[slot];
if (button == null)
{
continue;
}
InventoryItemData itemData = null;
bool hasItem = items != null && items.TryGetValue(slot, out itemData);
button.onClick.RemoveAllListeners();
int capturedSlot = slot;
button.onClick.AddListener(() => onClick(package, capturedSlot));
// Optional visual tweaks based on state/count
var image = button.GetComponent<Image>();
if (image != null)
{
if (hasItem && itemData != null && itemData.State != 0)
{
image.color = Color.yellow;
}
else if (!hasItem)
{
image.color = Color.white;
}
else
{
image.color = Color.white;
}
}
}
}
}
// === Detail Panel Helpers ===
[System.Serializable]
private class TextOutlet
{
[SerializeField] public Text legacy;
[SerializeField] public TMPro.TextMeshProUGUI tmp;
public void Set(string value)
{
if (legacy != null)
{
legacy.text = value ?? string.Empty;
}
if (tmp != null)
{
tmp.text = value ?? string.Empty;
}
}
}
private void ShowDetailPanel(bool show)
{
if (detailPanelRoot != null)
{
detailPanelRoot.SetActive(show);
}
}
private void FillDetailPanel(byte package, InventoryItemData item)
{
if (item == null)
{
ShowDetailPanel(false);
return;
}
string name = EC_IvtrItem.ResolveItemName(item.TemplateId);
nameText?.Set(string.IsNullOrEmpty(name) ? $"Item {item.TemplateId}" : name);
templateIdText?.Set(item.TemplateId.ToString());
countText?.Set(item.Count.ToString());
slotText?.Set(item.Slot.ToString());
packageText?.Set(GetPackageName(package));
stateText?.Set(item.State.ToString());
expireText?.Set(item.ExpireDate.ToString());
crcText?.Set(item.Crc.ToString());
contentLenText?.Set((item.Content?.Length ?? 0).ToString());
ShowDetailPanel(true);
}
private static string GetPackageName(byte pkg)
{
switch (pkg)
{
case 0: return "PACK_INVENTORY";
case 1: return "PACK_EQUIPMENT";
case 3: return "PACK_FASHION";
default: return $"PACK_{pkg}";
}
}
}
}