Files
test/Assets/PerfectWorld/Scripts/Managers/EC_InventoryUI.cs
T
2025-10-27 15:39:45 +07:00

1265 lines
44 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Reflection;
using System.Text;
using System.Text.RegularExpressions;
using BrewMonster.Network;
using BrewMonster;
using BrewMonster.Common;
using ModelRenderer.Scripts.GameData;
using PerfectWorld.Scripts.Managers;
namespace BrewMonster.Scripts.Managers
{
public class EC_InventoryUI : MonoBehaviour
{
[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 Vector2 detailPanelOffset = new Vector2(20f, 0f);
[SerializeField] private bool hideDetailOnStart = true;
[SerializeField] private TextOutlet nameText;
[SerializeField] private TextOutlet descriptionText;
[SerializeField] private TextOutlet extendedDescText;
[SerializeField] private TextOutlet countText;
[SerializeField] private TextOutlet stateText;
[SerializeField] private TextOutlet expireText;
[SerializeField] private Button equipButton;
[SerializeField] private Button dropButton;
[Header("Equipment Details (assign in Inspector)")]
[SerializeField] private TextOutlet levelReqText;
[SerializeField] private TextOutlet statsReqText;
[SerializeField] private TextOutlet enduranceText;
[SerializeField] private TextOutlet repairCostText;
[SerializeField] private TextOutlet propertiesText;
[SerializeField] private TextOutlet refineText;
[SerializeField] private TextOutlet makerText;
[SerializeField] private TextOutlet priceText;
[SerializeField] private TextOutlet holesText;
[SerializeField] private TextOutlet suiteText;
[Header("Inventory Settings")]
[SerializeField] private bool autoRefresh = true;
[SerializeField] private float refreshInterval = 1.0f;
[SerializeField] private bool showEquipmentDetails = true;
[Header("Money UI (assign any text fields to mirror money amount)")]
[SerializeField] private List<UnityEngine.UI.Text> moneyTextsLegacy = new List<UnityEngine.UI.Text>();
[SerializeField] private List<TMPro.TextMeshProUGUI> moneyTextsTMP = new List<TMPro.TextMeshProUGUI>();
[Header("Cash UI (assign any text fields to mirror cash amount)")]
[SerializeField] private List<UnityEngine.UI.Text> cashTextsLegacy = new List<UnityEngine.UI.Text>();
[SerializeField] private List<TMPro.TextMeshProUGUI> cashTextsTMP = new List<TMPro.TextMeshProUGUI>();
private float lastRefreshTime;
// Pending currency cache for when UI is not yet active
private static bool s_hasPendingMoney;
private static ulong s_pendingMoneyAmount;
private static ulong s_pendingMoneyMaxAmount;
private static bool s_hasPendingCash;
private static int s_pendingCashAmount;
private InventoryModel model;
private InventoryView view;
// === Text Formatting Methods ===
/// <summary>
/// Format text for TextMeshPro components with rich text support
/// </summary>
/// <param name="text">Raw text with formatting codes</param>
/// <returns>Formatted text for TextMeshPro</returns>
private static string FormatForTextMeshPro(string text)
{
if (string.IsNullOrEmpty(text))
return string.Empty;
StringBuilder result = new StringBuilder(text);
// Handle line breaks (\r)
result.Replace("\\r", "\n");
// Handle color codes (^RRGGBB format)
string processedText = ProcessColorCodes(result);
return processedText;
}
/// <summary>
/// Format text for legacy Text components (limited rich text support)
/// </summary>
/// <param name="text">Raw text with formatting codes</param>
/// <returns>Formatted text for legacy Text</returns>
private static string FormatForLegacyText(string text)
{
if (string.IsNullOrEmpty(text))
return string.Empty;
StringBuilder result = new StringBuilder(text);
// Handle line breaks (\r)
result.Replace("\\r", "\n");
// Handle color codes (^RRGGBB format) - convert to Unity's rich text format
string processedText = ProcessColorCodesForLegacy(result);
return processedText;
}
/// <summary>
/// Process color codes for TextMeshPro (supports hex colors directly)
/// </summary>
private static string ProcessColorCodes(StringBuilder text)
{
// Pattern to match color codes: ^ followed by 6 hex characters
string pattern = @"\^([0-9A-Fa-f]{6})";
return Regex.Replace(text.ToString(), pattern, match =>
{
string hexColor = match.Groups[1].Value;
return $"<color=#{hexColor}>";
}, RegexOptions.None);
}
/// <summary>
/// Process color codes for legacy Text (convert to Unity rich text format)
/// </summary>
private static string ProcessColorCodesForLegacy(StringBuilder text)
{
// Pattern to match color codes: ^ followed by 6 hex characters
string pattern = @"\^([0-9A-Fa-f]{6})";
return Regex.Replace(text.ToString(), pattern, match =>
{
string hexColor = match.Groups[1].Value;
// Convert hex to Unity color format
Color color = HexToColor(hexColor);
return $"<color=#{ColorUtility.ToHtmlStringRGB(color)}>";
}, RegexOptions.None);
}
/// <summary>
/// Convert hex color string to Unity Color
/// </summary>
/// <param name="hex">Hex color string (e.g., "ffcb4a")</param>
/// <returns>Unity Color object</returns>
private static Color HexToColor(string hex)
{
if (hex.Length != 6)
return Color.white;
try
{
int r = Convert.ToInt32(hex.Substring(0, 2), 16);
int g = Convert.ToInt32(hex.Substring(2, 2), 16);
int b = Convert.ToInt32(hex.Substring(4, 2), 16);
return new Color(r / 255f, g / 255f, b / 255f, 1f);
}
catch
{
return Color.white;
}
}
// Current selected item for equip/unequip operations
private byte currentSelectedPackage;
private int currentSelectedSlot;
private InventoryItemData currentSelectedItem;
private EC_IvtrEquip currentSelectedEquipment;
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()
{
RefreshAll();
if (hideDetailOnStart)
{
ShowDetailPanel(false);
}
// Apply any pending currency values captured before the UI became active
ApplyPendingCurrency();
}
private void OnEnable()
{
// Ensure cached values are pushed when the UI is enabled
ApplyPendingCurrency();
}
private void Update()
{
if (autoRefresh && Time.time - lastRefreshTime >= refreshInterval)
{
RefreshAll();
}
}
public void RefreshAll()
{
lastRefreshTime = Time.time;
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);
}
/// <summary>
/// Update all configured money text components with the current amount.
/// Call this when GET_OWN_MONEY arrives.
/// </summary>
public void UpdateMoney(ulong amount, ulong maxAmount)
{
string text = amount.ToString();
if (moneyTextsLegacy != null)
{
for (int i = 0; i < moneyTextsLegacy.Count; i++)
{
var t = moneyTextsLegacy[i];
if (t != null) t.text = text;
}
}
if (moneyTextsTMP != null)
{
for (int i = 0; i < moneyTextsTMP.Count; i++)
{
var t = moneyTextsTMP[i];
if (t != null) t.text = text;
}
}
}
/// <summary>
/// Update all configured cash text components with the current boutique cash amount.
/// Call this when PLAYER_CASH arrives.
/// </summary>
public void UpdateCash(int amount)
{
string text = amount.ToString();
if (cashTextsLegacy != null)
{
for (int i = 0; i < cashTextsLegacy.Count; i++)
{
var t = cashTextsLegacy[i];
if (t != null) t.text = text;
}
}
if (cashTextsTMP != null)
{
for (int i = 0; i < cashTextsTMP.Count; i++)
{
var t = cashTextsTMP[i];
if (t != null) t.text = text;
}
}
}
// Public static entry points to cache values when UI is unavailable
public static void CacheMoney(ulong amount, ulong maxAmount)
{
s_pendingMoneyAmount = amount;
s_pendingMoneyMaxAmount = maxAmount;
s_hasPendingMoney = true;
// If an instance exists (even inactive), push immediately so the value is ready
var all = Resources.FindObjectsOfTypeAll<EC_InventoryUI>();
if (all != null)
{
for (int i = 0; i < all.Length; i++)
{
var ui = all[i];
if (ui != null && ui.gameObject.scene.IsValid())
{
ui.ApplyPendingCurrency();
break;
}
}
}
}
public static void CacheCash(int amount)
{
s_pendingCashAmount = amount;
s_hasPendingCash = true;
// If an instance exists (even inactive), push immediately so the value is ready
var all = Resources.FindObjectsOfTypeAll<EC_InventoryUI>();
if (all != null)
{
for (int i = 0; i < all.Length; i++)
{
var ui = all[i];
if (ui != null && ui.gameObject.scene.IsValid())
{
ui.ApplyPendingCurrency();
break;
}
}
}
}
private void ApplyPendingCurrency()
{
if (s_hasPendingMoney)
{
UpdateMoney(s_pendingMoneyAmount, s_pendingMoneyMaxAmount);
}
if (s_hasPendingCash)
{
UpdateCash(s_pendingCashAmount);
}
}
private void OnInventoryButtonClicked(byte package, int slot)
{
UnityGameSession.RequestCheckSecurityPassWd("");
var data = model.GetInventoryData(package);
if (data != null && data.TryGetValue(slot, out var itemData))
{
// Store current selection for equip/unequip operations
currentSelectedPackage = package;
currentSelectedSlot = slot;
currentSelectedItem = itemData;
// Create equipment object if this is equipment
currentSelectedEquipment = CreateEquipmentFromItemData(itemData);
// Position detail panel near the clicked item button
PositionDetailPanelNearButton(package, slot);
FillDetailPanel(package, itemData);
}
else
{
ShowDetailPanel(false);
}
}
/// <summary>
/// Create EC_IvtrEquip object from InventoryItemData
/// </summary>
private EC_IvtrEquip CreateEquipmentFromItemData(InventoryItemData itemData)
{
if (itemData == null)
return null;
var equipment = new EC_IvtrEquip(itemData.TemplateId, itemData.ExpireDate);
// Set basic properties (use default values since InventoryItemData doesn't have these)
equipment.Price = 0;
equipment.Count = itemData.Count;
equipment.PriceScale = 1.0f;
equipment.ScaleType = 0;
// Parse item info if available (use Content field)
if (itemData.Content != null && itemData.Content.Length > 0)
{
equipment.SetItemInfo(itemData.Content, itemData.Content.Length);
}
return equipment;
}
private string GetDisplayTextForItem(int slot, InventoryItemData itemData)
{
if (itemData == null || itemData.Count <= 0)
{
return string.Empty;
}
string itemName = EC_IvtrItem.ResolveItemName(itemData.TemplateId);
string displayText = string.IsNullOrEmpty(itemName) ? $"Item {itemData.TemplateId}" : itemName;
if (itemData.Count > 1)
{
displayText += $" x{itemData.Count}";
}
return displayText;
}
public void ToggleAutoRefresh()
{
autoRefresh = !autoRefresh;
}
public void SetRefreshInterval(float interval)
{
refreshInterval = Mathf.Max(0.1f, interval);
}
public void ToggleEquipmentDetails()
{
showEquipmentDetails = !showEquipmentDetails;
if (currentSelectedItem != null)
{
FillDetailPanel(currentSelectedPackage, currentSelectedItem);
}
}
public void OnEquipButtonClicked()
{
if (currentSelectedItem == null)
{
Debug.LogWarning("[InventoryUI] No item selected for equip/unequip operation");
return;
}
if (currentSelectedPackage == PKG_INVENTORY)
{
// Equipping from inventory
EquipItem();
}
else if (currentSelectedPackage == PKG_EQUIPMENT)
{
// Unequipping from equipment
UnequipItem();
}
else
{
Debug.LogWarning($"[InventoryUI] Equip/Unequip not supported for package {currentSelectedPackage}");
}
}
public void OnDropButtonClicked()
{
if (currentSelectedItem == null)
{
Debug.LogWarning("[InventoryUI] No item selected for drop operation");
return;
}
if (currentSelectedPackage == PKG_INVENTORY)
{
// Dropping from inventory
DropInventoryItem();
}
else if (currentSelectedPackage == PKG_EQUIPMENT)
{
// Dropping from equipment
DropEquipItem();
}
else
{
Debug.LogWarning($"[InventoryUI] Drop not supported for package {currentSelectedPackage}");
}
}
private void EquipItem()
{
if (currentSelectedItem == null) return;
// For equipping, we need to find an empty equipment slot
// Use the new method that checks for available slots (especially for finger items)
byte equipLocation = EC_IvtrType.GetAvailableEquipLocationForItem(currentSelectedItem.TemplateId);
if (equipLocation >= (byte)IndexOfIteminEquipmentInventory.SIZE_EQUIPIVTR)
{
Debug.LogWarning($"[InventoryUI] Could not determine equip location for item {currentSelectedItem.TemplateId}");
return;
}
// Call RequestEquipItemAsync with inventory slot and equip location
UnityGameSession.RequestEquipItemAsync((byte)currentSelectedSlot, equipLocation, () =>
{
Debug.Log($"[InventoryUI] Equip request sent for item {currentSelectedItem.TemplateId} from slot {currentSelectedSlot} to equip location {equipLocation}");
// Refresh inventory after equip
RefreshAll();
});
}
private void UnequipItem()
{
if (currentSelectedItem == null) return;
// Find empty slot in PACK_INVENTORY
int emptySlot = FindEmptyInventorySlot();
if (emptySlot == -1)
{
Debug.LogWarning("[InventoryUI] No empty slots available in inventory for unequipping");
return;
}
// For unequipping, the equip location is the current equipment slot
// We can use the slot number as the equip location
byte equipLocation = (byte)currentSelectedSlot;
// Call RequestEquipItemAsync with empty inventory slot and current equip location
UnityGameSession.RequestEquipItemAsync((byte)emptySlot, equipLocation, () =>
{
Debug.Log($"[InventoryUI] Unequip request sent for item {currentSelectedItem.TemplateId} from equip location {equipLocation} to inventory slot {emptySlot}");
// Refresh inventory after unequip
RefreshAll();
});
}
private void DropInventoryItem()
{
if (currentSelectedItem == null) return;
// Call RequestDropIvrtItem with slot index and amount
UnityGameSession.RequestDropIvrtItem((byte)currentSelectedSlot, 1);
Debug.Log($"[InventoryUI] Drop request sent for inventory item {currentSelectedItem.TemplateId} from slot {currentSelectedSlot} with amount {currentSelectedItem.Count}");
// Refresh inventory after drop
RefreshAll();
}
private void DropEquipItem()
{
if (currentSelectedItem == null) return;
// Call RequestDropEquipItem with slot index
UnityGameSession.RequestDropEquipItem((byte)currentSelectedSlot);
Debug.Log($"[InventoryUI] Drop request sent for equipment item {currentSelectedItem.TemplateId} from slot {currentSelectedSlot}");
// Refresh inventory after drop
RefreshAll();
}
private int FindEmptyInventorySlot()
{
var inventoryData = model.GetInventoryData(PKG_INVENTORY);
if (inventoryData == null) return -1;
// Find first empty slot (assuming slots are numbered 0, 1, 2, ...)
for (int i = 0; i < 100; i++) // Assuming max 100 inventory slots
{
if (!inventoryData.ContainsKey(i))
{
return i;
}
}
return -1;
}
/// <summary>
/// Get item description from string table
/// </summary>
/// <param name="templateId">Item template ID</param>
/// <returns>Item description text or null if not found</returns>
private string GetItemDescription(int templateId)
{
try
{
// Prefer mapped message id if available
if (EC_Game.TryGetItemMsg(templateId, out int messageId, out int displayMode))
{
var itemDesc = EC_Game.GetItemDesc();
if (itemDesc != null && itemDesc.IsInitialized())
{
string description = itemDesc.GetString(messageId);
if (!string.IsNullOrEmpty(description))
{
return description;
}
}
}
// Fallback: try direct template id
{
var itemDesc = EC_Game.GetItemDesc();
if (itemDesc != null && itemDesc.IsInitialized())
{
string description = itemDesc.GetString(templateId);
if (!string.IsNullOrEmpty(description))
return description;
}
}
}
catch (System.Exception ex)
{
Debug.LogWarning($"[InventoryUI] Error getting item description for ID {templateId}: {ex.Message}");
}
return null;
}
/// <summary>
/// Get extended item description from string table
/// </summary>
/// <param name="templateId">Item template ID</param>
/// <returns>Extended item description text or null if not found</returns>
private string GetItemExtendedDescription(int templateId)
{
try
{
// Prefer mapped message id if available
if (EC_Game.TryGetItemMsg(templateId, out int messageId, out int displayMode))
{
var itemExtDesc = EC_Game.GetItemExtDesc();
if (itemExtDesc != null && itemExtDesc.IsInitialized())
{
string extendedDesc = itemExtDesc.GetString(messageId);
if (!string.IsNullOrEmpty(extendedDesc))
{
return extendedDesc;
}
}
}
// Fallback: direct template id
{
var itemExtDesc = EC_Game.GetItemExtDesc();
if (itemExtDesc != null && itemExtDesc.IsInitialized())
{
string extendedDesc = itemExtDesc.GetString(templateId);
if (!string.IsNullOrEmpty(extendedDesc))
return extendedDesc;
}
}
}
catch (System.Exception ex)
{
Debug.LogWarning($"[InventoryUI] Error getting extended item description for ID {templateId}: {ex.Message}");
}
return null;
}
/// <summary>
/// Get user-friendly text for item state
/// </summary>
/// <param name="state">Item state value</param>
/// <returns>Human-readable state text</returns>
private string GetItemStateText(int state)
{
switch (state)
{
case 0: return "Normal";
case 1: return "Equipped";
case 2: return "Broken";
case 3: return "Locked";
default: return $"State: {state}";
}
}
// Equipment indices and resolution helpers moved to EC_IvtrType
// === MVC: Model ===
private class InventoryModel
{
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
{
private static readonly Dictionary<Image, Sprite> _defaultSprites = new Dictionary<Image, Sprite>();
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)
{
// Store the default sprite if we haven't seen this image before
if (!_defaultSprites.ContainsKey(image))
{
_defaultSprites[image] = image.sprite;
}
// Set icon sprite based on item TemplateId
if (hasItem && itemData != null && itemData.Count > 0)
{
var sprite = EC_IvtrItem.ResolveItemIconSprite(itemData.TemplateId);
image.sprite = sprite;
image.enabled = true;
}
else
{
// Restore the default sprite instead of setting to null
image.sprite = _defaultSprites[image];
image.enabled = true;
}
}
}
}
}
// === 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 = FormatForLegacyText(value ?? string.Empty);
}
if (tmp != null)
{
tmp.text = FormatForTextMeshPro(value ?? string.Empty);
}
}
/// <summary>
/// Set text with explicit formatting preference
/// </summary>
/// <param name="value">Raw text with formatting codes</param>
/// <param name="preferTextMeshPro">Whether to prefer TextMeshPro formatting</param>
public void SetFormatted(string value, bool preferTextMeshPro = true)
{
string formattedText = preferTextMeshPro ?
FormatForTextMeshPro(value ?? string.Empty) :
FormatForLegacyText(value ?? string.Empty);
if (legacy != null)
{
legacy.text = formattedText;
}
if (tmp != null)
{
tmp.text = formattedText;
}
}
}
private void ShowDetailPanel(bool show)
{
if (detailPanelRoot != null)
{
detailPanelRoot.SetActive(show);
}
}
private Button GetButtonForSlot(byte package, int slot)
{
List<Button> list = null;
switch (package)
{
case PKG_INVENTORY:
list = inventoryPackButtons;
break;
case PKG_EQUIPMENT:
list = equipmentPackButtons;
break;
case PKG_FASHION:
list = fashionPackButtons;
break;
}
if (list == null || slot < 0 || slot >= list.Count)
{
return null;
}
return list[slot];
}
private void PositionDetailPanelNearButton(byte package, int slot)
{
if (detailPanelRoot == null)
{
return;
}
var panelRect = detailPanelRoot.transform as RectTransform;
if (panelRect == null)
{
return;
}
var button = GetButtonForSlot(package, slot);
if (button == null)
{
return;
}
var buttonRect = button.transform as RectTransform;
if (buttonRect == null)
{
return;
}
var canvas = panelRect.GetComponentInParent<Canvas>();
if (canvas == null)
{
return;
}
var parentRect = panelRect.parent as RectTransform;
if (parentRect == null)
{
return;
}
Camera eventCamera = canvas.renderMode == RenderMode.ScreenSpaceOverlay ? null : canvas.worldCamera;
Vector3 worldCenter = buttonRect.TransformPoint(buttonRect.rect.center);
Vector2 screenPoint = RectTransformUtility.WorldToScreenPoint(eventCamera, worldCenter);
Vector2 localPoint;
if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(parentRect, screenPoint, eventCamera, out localPoint))
{
return;
}
float btnHalfW = buttonRect.rect.width * 0.5f;
float panelW = panelRect.rect.width;
float panelH = panelRect.rect.height;
float pivotX = panelRect.pivot.x;
float pivotY = panelRect.pivot.y;
// Compute right-placement candidate (panel's left edge at button's right edge + offset)
float leftEdgeRightPlacement = localPoint.x + btnHalfW + detailPanelOffset.x;
float candidateXRight = leftEdgeRightPlacement + pivotX * panelW;
// Compute left-placement candidate (panel's right edge at button's left edge - offset)
float rightEdgeLeftPlacement = localPoint.x - btnHalfW - detailPanelOffset.x;
float candidateXLeft = rightEdgeLeftPlacement - (1f - pivotX) * panelW;
// Vertical clamping honoring pivot
float minY = parentRect.rect.yMin + pivotY * panelH;
float maxY = parentRect.rect.yMax - (1f - pivotY) * panelH;
float candidateY = Mathf.Clamp(localPoint.y + detailPanelOffset.y, minY, maxY);
// Choose side based on available space
float rightEdgeOfRight = candidateXRight + (1f - pivotX) * panelW;
float canvasRight = parentRect.rect.xMax;
float canvasLeft = parentRect.rect.xMin;
float leftEdgeOfLeft = candidateXLeft - pivotX * panelW;
Vector2 finalPos;
if (rightEdgeOfRight <= canvasRight)
{
finalPos = new Vector2(candidateXRight, candidateY);
}
else if (leftEdgeOfLeft >= canvasLeft)
{
finalPos = new Vector2(candidateXLeft, candidateY);
}
else
{
// Fallback: clamp within canvas horizontally
float minX = canvasLeft + pivotX * panelW;
float maxX = canvasRight - (1f - pivotX) * panelW;
finalPos = new Vector2(Mathf.Clamp(candidateXRight, minX, maxX), candidateY);
}
panelRect.anchoredPosition = finalPos;
}
private void FillDetailPanel(byte package, InventoryItemData item)
{
if (item == null)
{
ShowDetailPanel(false);
return;
}
// Get user-friendly text from string tables
string itemName = EC_IvtrItem.ResolveItemName(item.TemplateId);
string itemDescription = GetItemDescription(item.TemplateId);
string itemExtendedDesc = GetItemExtendedDescription(item.TemplateId);
// Display basic content
nameText?.Set(string.IsNullOrEmpty(itemName) ? $"Item {item.TemplateId}" : itemName);
descriptionText?.Set(itemDescription ?? "No description available");
extendedDescText?.Set(itemExtendedDesc ?? "");
countText?.Set($"Count: {item.Count}");
// Format state properly
string stateTextValue = GetItemStateText(item.State);
stateText?.Set(stateTextValue);
// Format expiration date properly
if (item.ExpireDate > 0)
{
DateTime expireDate = DateTimeOffset.FromUnixTimeSeconds(item.ExpireDate).DateTime;
expireText?.Set($"Expires: {expireDate:yyyy-MM-dd HH:mm}");
}
else
{
expireText?.Set("No expiration");
}
// Display equipment-specific information
if (showEquipmentDetails && currentSelectedEquipment != null)
{
FillEquipmentDetails();
}
else
{
ClearEquipmentDetails();
}
// Setup equip and drop buttons
SetupEquipButton(package, item);
SetupDropButton(package, item);
ShowDetailPanel(true);
}
/// <summary>
/// Fill equipment-specific details
/// </summary>
private void FillEquipmentDetails()
{
if (currentSelectedEquipment == null)
{
ClearEquipmentDetails();
return;
}
// Level Requirements
if (levelReqText != null)
{
string levelReq = "";
if (currentSelectedEquipment.LevelReq > 0)
{
levelReq = $"Level: {currentSelectedEquipment.LevelReq}";
}
if (currentSelectedEquipment.ProfReq > 0)
{
if (!string.IsNullOrEmpty(levelReq)) levelReq += "\\r";
levelReq += $"Profession: {currentSelectedEquipment.ProfReq}";
}
levelReqText.Set(levelReq);
}
// Stats Requirements
if (statsReqText != null)
{
List<string> reqs = new List<string>();
if (currentSelectedEquipment.StrengthReq > 0) reqs.Add($"Str: {currentSelectedEquipment.StrengthReq}");
if (currentSelectedEquipment.AgilityReq > 0) reqs.Add($"Agi: {currentSelectedEquipment.AgilityReq}");
if (currentSelectedEquipment.VitalityReq > 0) reqs.Add($"Vit: {currentSelectedEquipment.VitalityReq}");
if (currentSelectedEquipment.EnergyReq > 0) reqs.Add($"Ene: {currentSelectedEquipment.EnergyReq}");
if (currentSelectedEquipment.ReputationReq > 0) reqs.Add($"Rep: {currentSelectedEquipment.ReputationReq}");
statsReqText.Set(string.Join("\\r", reqs));
}
// Endurance
if (enduranceText != null)
{
if (currentSelectedEquipment.MaxEndurance > 0)
{
int curEndurance = EC_IvtrEquip.VisualizeEndurance(currentSelectedEquipment.CurEndurance);
int maxEndurance = EC_IvtrEquip.VisualizeEndurance(currentSelectedEquipment.MaxEndurance);
string endurance = $"Endurance: {curEndurance}/{maxEndurance}";
if (currentSelectedEquipment.IsDestroying())
{
endurance += " (DESTROYED)";
}
else if (currentSelectedEquipment.CurEndurance < currentSelectedEquipment.MaxEndurance)
{
endurance += " (Damaged)";
}
enduranceText.Set(endurance);
}
else
{
enduranceText.Set("Endurance: N/A");
}
}
// Repair Cost
if (repairCostText != null)
{
if (currentSelectedEquipment.IsRepairable())
{
int repairCost = currentSelectedEquipment.GetRepairCost();
repairCostText.Set($"Repair Cost: {repairCost}");
}
else
{
repairCostText.Set("Repair Cost: N/A");
}
}
// Properties + Base Stats + Engraved + Stones (more closely matching original)
if (propertiesText != null)
{
List<string> lines = new List<string>();
// Base stats decoded from element essence (damage/defense/speed/range/resists)
string baseStats = currentSelectedEquipment.GetBaseStatsForDisplay();
if (!string.IsNullOrEmpty(baseStats))
{
lines.Add(baseStats);
}
// Add-on properties from detail payload (non-embedded, non-suite, non-engraved)
if (currentSelectedEquipment.Props.Count > 0)
{
foreach (var prop in currentSelectedEquipment.Props)
{
if (!prop.Embed && !prop.Suite && !prop.Engraved)
{
string propDesc = currentSelectedEquipment.FormatPropDesc(prop);
if (!string.IsNullOrEmpty(propDesc))
{
lines.Add(propDesc);
}
}
}
// Engraved properties (displayed after normal add-ons)
foreach (var prop in currentSelectedEquipment.Props)
{
if (prop.Engraved)
{
string propDesc = currentSelectedEquipment.FormatPropDesc(prop);
if (!string.IsNullOrEmpty(propDesc))
{
lines.Add(propDesc);
}
}
}
}
// Socketed stones (show name and a basic description)
if (currentSelectedEquipment.Holes != null && currentSelectedEquipment.Holes.Count > 0)
{
foreach (int holeTid in currentSelectedEquipment.Holes)
{
if (holeTid == 0) continue;
string stoneName = EC_IvtrItem.ResolveItemName(holeTid);
// Try to fetch a description from string tables; fallback to name if unavailable
string stoneDesc = GetItemDescription(holeTid) ?? stoneName;
if (!string.IsNullOrEmpty(stoneName))
{
lines.Add($"{stoneName}: {stoneDesc}");
}
}
}
string combined = string.Join("\\r", lines);
propertiesText.Set(combined);
}
// Refinement
if (refineText != null)
{
if (currentSelectedEquipment.RefineLvl > 0)
{
refineText.Set($"Refinement Level: +{currentSelectedEquipment.RefineLvl}");
}
else
{
refineText.Set("Refinement: None");
}
}
// Maker Information
if (makerText != null)
{
if (!string.IsNullOrEmpty(currentSelectedEquipment.Maker))
{
makerText.Set($"Maker: {currentSelectedEquipment.Maker}");
}
else
{
makerText.Set("Maker: Unknown");
}
}
// Price
if (priceText != null)
{
int scaledPrice = currentSelectedEquipment.GetScaledPrice();
priceText.Set($"Price: {scaledPrice}");
}
// Holes
if (holesText != null)
{
if (currentSelectedEquipment.Holes.Count > 0)
{
int emptyHoles = currentSelectedEquipment.GetEmptyHoleNum();
int totalHoles = currentSelectedEquipment.Holes.Count;
holesText.Set($"Holes: {totalHoles - emptyHoles}/{totalHoles} filled");
}
else
{
holesText.Set("Holes: None");
}
}
// Suite Information
if (suiteText != null)
{
int suiteId = currentSelectedEquipment.GetSuiteID();
if (suiteId > 0)
{
suiteText.Set($"Suite Equipment: {suiteId}");
}
else
{
suiteText.Set("Suite: None");
}
}
}
/// <summary>
/// Clear equipment details
/// </summary>
private void ClearEquipmentDetails()
{
levelReqText?.Set("");
statsReqText?.Set("");
enduranceText?.Set("");
repairCostText?.Set("");
propertiesText?.Set("");
refineText?.Set("");
makerText?.Set("");
priceText?.Set("");
holesText?.Set("");
suiteText?.Set("");
}
private void SetupEquipButton(byte package, InventoryItemData item)
{
if (equipButton == null) return;
// Clear previous listeners
equipButton.onClick.RemoveAllListeners();
equipButton.onClick.AddListener(OnEquipButtonClicked);
// Set button text and visibility based on package
var buttonText = equipButton.GetComponentInChildren<UnityEngine.UI.Text>();
if (buttonText == null)
{
var tmpText = equipButton.GetComponentInChildren<TMPro.TextMeshProUGUI>();
if (tmpText != null)
{
if (package == PKG_INVENTORY)
{
tmpText.text = "Equip";
equipButton.gameObject.SetActive(true);
}
else if (package == PKG_EQUIPMENT)
{
tmpText.text = "UnEquip";
equipButton.gameObject.SetActive(true);
}
else
{
equipButton.gameObject.SetActive(false);
}
}
}
else
{
if (package == PKG_INVENTORY)
{
buttonText.text = "Equip";
equipButton.gameObject.SetActive(true);
}
else if (package == PKG_EQUIPMENT)
{
buttonText.text = "UnEquip";
equipButton.gameObject.SetActive(true);
}
else
{
equipButton.gameObject.SetActive(false);
}
}
}
private void SetupDropButton(byte package, InventoryItemData item)
{
if (dropButton == null) return;
// Clear previous listeners
dropButton.onClick.RemoveAllListeners();
dropButton.onClick.AddListener(OnDropButtonClicked);
// Set button text and visibility based on package
var buttonText = dropButton.GetComponentInChildren<UnityEngine.UI.Text>();
if (buttonText == null)
{
var tmpText = dropButton.GetComponentInChildren<TMPro.TextMeshProUGUI>();
if (tmpText != null)
{
if (package == PKG_INVENTORY || package == PKG_EQUIPMENT)
{
tmpText.text = "Drop";
dropButton.gameObject.SetActive(true);
}
else
{
dropButton.gameObject.SetActive(false);
}
}
}
else
{
if (package == PKG_INVENTORY || package == PKG_EQUIPMENT)
{
buttonText.text = "Drop";
dropButton.gameObject.SetActive(true);
}
else
{
dropButton.gameObject.SetActive(false);
}
}
}
}
}