Files
test/Assets/PerfectWorld/Scripts/Managers/EC_InventoryUI.cs
T
2025-09-15 20:17:49 +07:00

239 lines
8.3 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
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("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 void Start()
{
InitializeUI();
RefreshInventory();
}
private void Update()
{
if (autoRefresh && Time.time - lastRefreshTime >= refreshInterval)
{
RefreshInventory();
}
}
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()
{
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");
}
private Dictionary<int, InventoryItemData> GetInventoryData(byte package)
{
// 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)
{
Debug.LogError("[InventoryUI] Could not access _itemsByPackage field from EC_Inventory");
return new Dictionary<int, InventoryItemData>();
}
var itemsByPackage = itemsByPackageField.GetValue(null) as Dictionary<byte, Dictionary<int, InventoryItemData>>;
if (itemsByPackage == null)
{
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 += $" x{itemData.Count}";
}
tmpComponent.text = displayText;
return;
}
Debug.LogWarning("[InventoryUI] No text component found on button prefab");
}
private void SetupButtonVisual(GameObject buttonObj, InventoryItemData itemData)
{
// Set button color based on item state or other properties
Image buttonImage = buttonObj.GetComponent<Image>();
if (buttonImage != null)
{
// You can customize colors based on item properties
if (itemData.State != 0)
{
buttonImage.color = Color.yellow; // Highlight special state items
}
else if (itemData.Count <= 0)
{
buttonImage.color = Color.gray; // Gray out empty items
}
else
{
buttonImage.color = Color.white; // Default color
}
}
}
private void OnInventoryItemClicked(InventoryItemData itemData)
{
string itemName = EC_IvtrItem.ResolveItemName(itemData.TemplateId);
Debug.Log($"[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)
{
if (button != null)
{
DestroyImmediate(button);
}
}
inventoryButtons.Clear();
}
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()
{
ClearInventoryButtons();
}
}
}