2d6a15eb40
This reverts commit59b66967e8, reversing changes made toe62b2d9e3a.
1007 lines
36 KiB
C#
1007 lines
36 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using System.Reflection;
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using System.Text;
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using CSNetwork.GPDataType;
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using BrewMonster.Network;
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using BrewMonster;
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using BrewMonster.Common;
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using ModelRenderer.Scripts.GameData;
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using PerfectWorld.Scripts.Managers;
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using BrewMonster.Scripts;
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namespace BrewMonster.Scripts.Managers
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{
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public class EC_InventoryUI : MonoBehaviour
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{
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[Header("Pack Buttons (assign in Inspector)")]
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[SerializeField] private List<Button> inventoryPackButtons = new List<Button>(); // byPackage: 0
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[SerializeField] private List<Button> equipmentPackButtons = new List<Button>(); // byPackage: 1
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[SerializeField] private List<Button> fashionPackButtons = new List<Button>(); // byPackage: 3
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[Header("Detail Panel (assign in Inspector)")]
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[SerializeField] private GameObject detailPanelRoot;
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[SerializeField] private Vector2 detailPanelOffset = new Vector2(20f, 0f);
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[SerializeField] private bool hideDetailOnStart = true;
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[SerializeField] private TextOutlet nameText;
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[SerializeField] private TextOutlet descriptionText;
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[SerializeField] private TextOutlet extendedDescText;
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[SerializeField] private Button equipButton;
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[SerializeField] private Button dropButton;
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[Header("Inventory Settings")]
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[SerializeField] private bool autoRefresh = true;
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[SerializeField] private float refreshInterval = 1.0f;
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[SerializeField] private bool showEquipmentDetails = true;
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[Header("Money UI (assign any text fields to mirror money amount)")]
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[SerializeField] private List<UnityEngine.UI.Text> moneyTextsLegacy = new List<UnityEngine.UI.Text>();
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[SerializeField] private List<TMPro.TextMeshProUGUI> moneyTextsTMP = new List<TMPro.TextMeshProUGUI>();
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[Header("Cash UI (assign any text fields to mirror cash amount)")]
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[SerializeField] private List<UnityEngine.UI.Text> cashTextsLegacy = new List<UnityEngine.UI.Text>();
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[SerializeField] private List<TMPro.TextMeshProUGUI> cashTextsTMP = new List<TMPro.TextMeshProUGUI>();
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private float lastRefreshTime;
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// Pending currency cache for when UI is not yet active
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private static bool s_hasPendingMoney;
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private static ulong s_pendingMoneyAmount;
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private static ulong s_pendingMoneyMaxAmount;
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private static bool s_hasPendingCash;
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private static int s_pendingCashAmount;
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// Flags to prevent log spam for extended description warnings
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// 防止扩展描述警告日志刷屏的标志
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private static bool m_HasLoggedExtDescNull = false;
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private static bool m_HasLoggedExtDescNotInit = false;
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private static bool m_HasLoggedExtDescError = false;
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private InventoryModel model;
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private InventoryView view;
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// === Text Formatting Methods ===
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/// <summary>
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/// Format text for TextMeshPro components with rich text support
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/// </summary>
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/// <param name="text">Raw text with formatting codes</param>
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/// <returns>Formatted text for TextMeshPro</returns>
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private static string FormatForTextMeshPro(string text)
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{
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return EC_Utility.FormatForTextMeshPro(text);
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}
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// Current selected item for equip/unequip operations
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private byte currentSelectedPackage;
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private int currentSelectedSlot;
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private EC_IvtrItem currentSelectedItem;
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private EC_IvtrEquip currentSelectedEquipment;
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private const byte PKG_INVENTORY = 0;
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private const byte PKG_EQUIPMENT = 1;
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private const byte PKG_FASHION = 3; // Note: byPackage 3 used for Fashion
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private void Awake()
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{
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model = new InventoryModel();
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view = new InventoryView();
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}
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private void Start()
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{
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RefreshAll();
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if (hideDetailOnStart)
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{
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ShowDetailPanel(false);
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}
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// Apply any pending currency values captured before the UI became active
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ApplyPendingCurrency();
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}
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private void OnEnable()
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{
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// Ensure cached values are pushed when the UI is enabled
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ApplyPendingCurrency();
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}
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private void Update()
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{
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if (autoRefresh && Time.time - lastRefreshTime >= refreshInterval)
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{
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RefreshAll();
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}
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}
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public void RefreshAll()
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{
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lastRefreshTime = Time.time;
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var invItems = model.GetInventoryData(PKG_INVENTORY);
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var eqpItems = model.GetInventoryData(PKG_EQUIPMENT);
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var fshItems = model.GetInventoryData(PKG_FASHION);
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view.RenderPackage(inventoryPackButtons, invItems, PKG_INVENTORY, OnInventoryButtonClicked, GetDisplayTextForItem);
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view.RenderPackage(equipmentPackButtons, eqpItems, PKG_EQUIPMENT, OnInventoryButtonClicked, GetDisplayTextForItem);
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view.RenderPackage(fashionPackButtons, fshItems, PKG_FASHION, OnInventoryButtonClicked, GetDisplayTextForItem);
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}
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/// <summary>
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/// Update all configured money text components with the current amount.
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/// Call this when GET_OWN_MONEY arrives.
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/// </summary>
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public void UpdateMoney(ulong amount, ulong maxAmount)
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{
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string text = amount.ToString();
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if (moneyTextsLegacy != null)
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{
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for (int i = 0; i < moneyTextsLegacy.Count; i++)
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{
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var t = moneyTextsLegacy[i];
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if (t != null) t.text = text;
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}
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}
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if (moneyTextsTMP != null)
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{
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for (int i = 0; i < moneyTextsTMP.Count; i++)
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{
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var t = moneyTextsTMP[i];
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if (t != null) t.text = text;
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}
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}
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}
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/// <summary>
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/// Update all configured cash text components with the current boutique cash amount.
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/// Call this when PLAYER_CASH arrives.
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/// </summary>
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public void UpdateCash(int amount)
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{
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string text = amount.ToString();
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if (cashTextsLegacy != null)
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{
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for (int i = 0; i < cashTextsLegacy.Count; i++)
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{
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var t = cashTextsLegacy[i];
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if (t != null) t.text = text;
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}
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}
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if (cashTextsTMP != null)
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{
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for (int i = 0; i < cashTextsTMP.Count; i++)
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{
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var t = cashTextsTMP[i];
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if (t != null) t.text = text;
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}
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}
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}
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// Public static entry points to cache values when UI is unavailable
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public static void CacheMoney(ulong amount, ulong maxAmount)
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{
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s_pendingMoneyAmount = amount;
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s_pendingMoneyMaxAmount = maxAmount;
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s_hasPendingMoney = true;
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// If an instance exists (even inactive), push immediately so the value is ready
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var all = Resources.FindObjectsOfTypeAll<EC_InventoryUI>();
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if (all != null)
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{
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for (int i = 0; i < all.Length; i++)
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{
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var ui = all[i];
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if (ui != null && ui.gameObject.scene.IsValid())
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{
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ui.ApplyPendingCurrency();
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break;
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}
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}
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}
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}
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public static void CacheCash(int amount)
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{
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s_pendingCashAmount = amount;
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s_hasPendingCash = true;
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// If an instance exists (even inactive), push immediately so the value is ready
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var all = Resources.FindObjectsOfTypeAll<EC_InventoryUI>();
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if (all != null)
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{
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for (int i = 0; i < all.Length; i++)
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{
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var ui = all[i];
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if (ui != null && ui.gameObject.scene.IsValid())
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{
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ui.ApplyPendingCurrency();
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break;
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}
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}
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}
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}
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private void ApplyPendingCurrency()
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{
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if (s_hasPendingMoney)
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{
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UpdateMoney(s_pendingMoneyAmount, s_pendingMoneyMaxAmount);
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}
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if (s_hasPendingCash)
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{
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UpdateCash(s_pendingCashAmount);
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}
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}
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private void OnInventoryButtonClicked(byte package, int slot)
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{
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UnityGameSession.RequestCheckSecurityPassWd("");
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var data = model.GetInventoryData(package);
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if (data != null && data.TryGetValue(slot, out var itemData))
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{
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// Store current selection for equip/unequip operations
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currentSelectedPackage = package;
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currentSelectedSlot = slot;
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currentSelectedItem = itemData;
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// Create equipment object if this is equipment
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currentSelectedEquipment = CreateEquipmentFromItemData(itemData);
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// Position detail panel near the clicked item button
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PositionDetailPanelNearButton(package, slot);
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FillDetailPanel(package, itemData);
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}
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else
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{
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ShowDetailPanel(false);
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}
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}
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/// <summary>
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/// Create EC_IvtrEquip object from InventoryItemData
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/// </summary>
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private EC_IvtrEquip CreateEquipmentFromItemData(EC_IvtrItem itemData)
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{
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if (itemData == null)
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return null;
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var equipment = new EC_IvtrEquip(itemData.m_tid, itemData.m_expire_date);
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// Set basic properties (use default values since InventoryItemData doesn't have these)
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equipment.Price = 0;
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equipment.Count = itemData.m_iCount;
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equipment.PriceScale = 1.0f;
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equipment.ScaleType = 0;
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// Parse item info if available (use Content field)
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if (itemData.Content != null && itemData.Content.Length > 0)
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{
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equipment.SetItemInfo(itemData.Content, itemData.Content.Length);
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}
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return equipment;
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}
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private string GetDisplayTextForItem(int slot, EC_IvtrItem itemData)
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{
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if (itemData == null || itemData.m_iCount <= 0)
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{
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return string.Empty;
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}
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string itemName = EC_IvtrItemUtils.Instance.ResolveItemName(itemData.m_tid);
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string displayText = string.IsNullOrEmpty(itemName) ? $"Item {itemData.m_tid}" : itemName;
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if (itemData.m_iCount > 1)
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{
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displayText += $" x{itemData.m_iCount}";
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}
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return displayText;
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}
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public void ToggleAutoRefresh()
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{
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autoRefresh = !autoRefresh;
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}
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public void SetRefreshInterval(float interval)
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{
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refreshInterval = Mathf.Max(0.1f, interval);
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}
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public void ToggleEquipmentDetails()
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{
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showEquipmentDetails = !showEquipmentDetails;
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if (currentSelectedItem != null)
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{
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FillDetailPanel(currentSelectedPackage, currentSelectedItem);
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}
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}
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public void OnEquipButtonClicked()
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{
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if (currentSelectedItem == null)
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{
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Debug.LogWarning("[InventoryUI] No item selected for equip/unequip operation");
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return;
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}
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if (currentSelectedPackage == PKG_INVENTORY)
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{
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// Equipping from inventory
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EquipItem();
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}
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else if (currentSelectedPackage == PKG_EQUIPMENT)
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{
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// Unequipping from equipment
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UnequipItem();
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}
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else
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{
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Debug.LogWarning($"[InventoryUI] Equip/Unequip not supported for package {currentSelectedPackage}");
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}
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}
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public void OnDropButtonClicked()
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{
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if (currentSelectedItem == null)
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{
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Debug.LogWarning("[InventoryUI] No item selected for drop operation");
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return;
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}
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if (currentSelectedPackage == PKG_INVENTORY)
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{
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// Dropping from inventory
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DropInventoryItem();
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}
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else if (currentSelectedPackage == PKG_EQUIPMENT)
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{
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// Dropping from equipment
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DropEquipItem();
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}
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else
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{
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Debug.LogWarning($"[InventoryUI] Drop not supported for package {currentSelectedPackage}");
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}
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}
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private void EquipItem()
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{
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if (currentSelectedItem == null) return;
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// For equipping, we need to find an empty equipment slot
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// Use the new method that checks for available slots (especially for finger items)
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byte equipLocation = EC_IvtrType.GetAvailableEquipLocationForItem(currentSelectedItem.m_tid);
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if (equipLocation >= (byte)IndexOfIteminEquipmentInventory.SIZE_EQUIPIVTR)
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{
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Debug.LogWarning($"[InventoryUI] Could not determine equip location for item {currentSelectedItem.m_tid}");
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return;
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}
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// Call RequestEquipItemAsync with inventory slot and equip location
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UnityGameSession.RequestEquipItemAsync((byte)currentSelectedSlot, equipLocation, () =>
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{
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Debug.Log($"[InventoryUI] Equip request sent for item {currentSelectedItem.m_tid} from slot {currentSelectedSlot} to equip location {equipLocation}");
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// Refresh inventory after equip
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RefreshAll();
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});
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}
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private void UnequipItem()
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{
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if (currentSelectedItem == null) return;
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// Find empty slot in PACK_INVENTORY
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int emptySlot = FindEmptyInventorySlot();
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if (emptySlot == -1)
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{
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Debug.LogWarning("[InventoryUI] No empty slots available in inventory for unequipping");
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return;
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}
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// For unequipping, the equip location is the current equipment slot
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// We can use the slot number as the equip location
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byte equipLocation = (byte)currentSelectedSlot;
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// Call RequestEquipItemAsync with empty inventory slot and current equip location
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UnityGameSession.RequestEquipItemAsync((byte)emptySlot, equipLocation, () =>
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{
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Debug.Log($"[InventoryUI] Unequip request sent for item {currentSelectedItem.m_tid} from equip location {equipLocation} to inventory slot {emptySlot}");
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// Refresh inventory after unequip
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RefreshAll();
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});
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}
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private void DropInventoryItem()
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{
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if (currentSelectedItem == null) return;
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// Call RequestDropIvrtItem with slot index and amount
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UnityGameSession.RequestDropIvrtItem((byte)currentSelectedSlot, 1);
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Debug.Log($"[InventoryUI] Drop request sent for inventory item {currentSelectedItem.m_tid} from slot {currentSelectedSlot} with amount {currentSelectedItem.m_iCount}");
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// Refresh inventory after drop
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RefreshAll();
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}
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private void DropEquipItem()
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{
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if (currentSelectedItem == null) return;
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// Call RequestDropEquipItem with slot index
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UnityGameSession.RequestDropEquipItem((byte)currentSelectedSlot);
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Debug.Log($"[InventoryUI] Drop request sent for equipment item {currentSelectedItem.m_tid} from slot {currentSelectedSlot}");
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// Refresh inventory after drop
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RefreshAll();
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}
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private int FindEmptyInventorySlot()
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{
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var inventoryData = model.GetInventoryData(PKG_INVENTORY);
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if (inventoryData == null) return -1;
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// Find first empty slot (assuming slots are numbered 0, 1, 2, ...)
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for (int i = 0; i < 100; i++) // Assuming max 100 inventory slots
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{
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if (!inventoryData.ContainsKey(i))
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{
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return i;
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}
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}
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return -1;
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}
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/// <summary>
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/// Get item description from string table
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/// </summary>
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/// <param name="templateId">Item template ID</param>
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/// <returns>Item description text or null if not found</returns>
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private string GetItemDescription(int templateId)
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{
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try
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{
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// Prefer mapped message id if available
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if (EC_Game.TryGetItemMsg(templateId, out int messageId, out int displayMode))
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{
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var itemDesc = EC_Game.GetItemDesc();
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if (itemDesc != null && itemDesc.IsInitialized())
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{
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string description = itemDesc.GetWideString(messageId);
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if (!string.IsNullOrEmpty(description))
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{
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return description;
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}
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}
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}
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// Fallback: try direct template id
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{
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var itemDesc = EC_Game.GetItemDesc();
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if (itemDesc != null && itemDesc.IsInitialized())
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{
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string description = itemDesc.GetWideString(templateId);
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if (!string.IsNullOrEmpty(description))
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return description;
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}
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}
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}
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catch (System.Exception ex)
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{
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Debug.LogWarning($"[InventoryUI] Error getting item description for ID {templateId}: {ex.Message}");
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}
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return null;
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}
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/// <summary>
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/// Get extended item description from string table
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/// </summary>
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/// <param name="templateId">Item template ID</param>
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/// <returns>Extended item description text or null if not found</returns>
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private string GetItemExtendedDescription(int templateId)
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{
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try
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{
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// Prefer mapped message id if available
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if (EC_Game.TryGetItemMsg(templateId, out int messageId, out int displayMode))
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{
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var itemExtDesc = EC_Game.GetItemExtDesc();
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if (itemExtDesc != null && itemExtDesc.IsInitialized())
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{
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string extendedDesc = itemExtDesc.GetWideString(messageId);
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if (!string.IsNullOrEmpty(extendedDesc))
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{
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return extendedDesc;
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}
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}
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}
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// Fallback: direct template id
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{
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var itemExtDesc = EC_Game.GetItemExtDesc();
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if (itemExtDesc != null && itemExtDesc.IsInitialized())
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{
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string extendedDesc = itemExtDesc.GetWideString(templateId);
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if (!string.IsNullOrEmpty(extendedDesc))
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return extendedDesc;
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}
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}
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}
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catch (System.Exception ex)
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{
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Debug.LogWarning($"[InventoryUI] Error getting extended item description for ID {templateId}: {ex.Message}");
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}
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return null;
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}
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/// <summary>
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/// Get user-friendly text for item state
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/// </summary>
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/// <param name="state">Item state value</param>
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/// <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
|
||
{
|
||
public Dictionary<int, EC_IvtrItem> GetInventoryData(byte package)
|
||
{
|
||
// Read from host player's per-package CECInventory instance
|
||
var host = CECGameRun.Instance?.GetHostPlayer();
|
||
var inv = host?.GetInventory(package);
|
||
var result = new Dictionary<int, EC_IvtrItem>();
|
||
if (inv == null)
|
||
return result;
|
||
|
||
int size = inv.GetSize();
|
||
for (int i = 0; i < size; i++)
|
||
{
|
||
var item = inv.GetItem(i, false);
|
||
if (item != null)
|
||
result[i] = item;
|
||
}
|
||
return result;
|
||
}
|
||
}
|
||
|
||
// === MVC: View ===
|
||
private class InventoryView
|
||
{
|
||
private static readonly Dictionary<Image, Sprite> _defaultSprites = new Dictionary<Image, Sprite>();
|
||
|
||
public void RenderPackage(List<Button> buttons, Dictionary<int, EC_IvtrItem> items, byte package, System.Action<byte, int> onClick, System.Func<int, EC_IvtrItem, string> getDisplayText)
|
||
{
|
||
if (buttons == null)
|
||
{
|
||
return;
|
||
}
|
||
|
||
for (int slot = 0; slot < buttons.Count; slot++)
|
||
{
|
||
var button = buttons[slot];
|
||
if (button == null)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
EC_IvtrItem 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.m_iCount > 0)
|
||
{
|
||
var sprite = EC_IvtrItemUtils.Instance.ResolveItemIconSprite(itemData.m_tid);
|
||
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 = EC_Utility.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) :
|
||
EC_Utility.FormatForLegacyText(value ?? string.Empty);
|
||
|
||
if (legacy != null)
|
||
{
|
||
legacy.text = formattedText;
|
||
}
|
||
if (tmp != null)
|
||
{
|
||
tmp.text = formattedText;
|
||
}
|
||
}
|
||
}
|
||
|
||
public void RefreshLayout(GameObject gameObject)
|
||
{
|
||
var parent = gameObject.GetComponent<RectTransform>();
|
||
|
||
// Force Unity to rebuild layout immediately
|
||
parent.ForceUpdateRectTransforms();
|
||
LayoutRebuilder.ForceRebuildLayoutImmediate(parent);
|
||
}
|
||
private void ShowDetailPanel(bool show)
|
||
{
|
||
if (detailPanelRoot != null)
|
||
{
|
||
detailPanelRoot.SetActive(show);
|
||
RefreshLayout(detailPanelRoot);
|
||
}
|
||
}
|
||
|
||
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, EC_IvtrItem item)
|
||
{
|
||
if (item == null)
|
||
{
|
||
ShowDetailPanel(false);
|
||
return;
|
||
}
|
||
|
||
// Get user-friendly name
|
||
string itemName = EC_IvtrItemUtils.Instance.ResolveItemName(item.m_tid);
|
||
nameText?.Set(string.IsNullOrEmpty(itemName) ? $"Item {item.m_tid}" : itemName);
|
||
|
||
// Centralised description:
|
||
// - For equipment, prefer EC_IvtrEquip description (includes stats, addons, sockets, etc.)
|
||
// - For other items, use EC_IvtrItem.GetDesc which reads from string tables.
|
||
string fullDesc = null;
|
||
if (showEquipmentDetails && currentSelectedEquipment != null)
|
||
{
|
||
fullDesc = currentSelectedEquipment.GetNormalDesc();
|
||
}
|
||
else
|
||
{
|
||
fullDesc = item.GetDesc();
|
||
}
|
||
|
||
if (!string.IsNullOrEmpty(fullDesc))
|
||
{
|
||
// Replace C++ style "\r" line separators with real newlines for TMP
|
||
fullDesc = fullDesc.Replace("\\r", "\n");
|
||
descriptionText?.Set(fullDesc);
|
||
}
|
||
else
|
||
{
|
||
// Fallback to legacy string-table description if centralised pipeline returns empty
|
||
string itemDescription = GetItemDescription(item.m_tid);
|
||
descriptionText?.Set(itemDescription ?? "No description available");
|
||
}
|
||
|
||
// Get extended description exactly like C++ code: g_pGame->GetItemExtDesc(m_tid)
|
||
// C++ code doesn't check IsInitialized() - it just calls GetWideString() directly
|
||
// 完全按照C++代码获取扩展描述:g_pGame->GetItemExtDesc(m_tid)
|
||
// C++代码不检查IsInitialized() - 它直接调用GetWideString()
|
||
string szExtDesc = null;
|
||
try
|
||
{
|
||
var itemExtDescTab = EC_Game.GetItemExtDesc();
|
||
if (itemExtDescTab != null)
|
||
{
|
||
// First try to get mapped message ID (like TryGetItemExtDesc does)
|
||
// 首先尝试获取映射的消息ID(如TryGetItemExtDesc所做)
|
||
if (EC_Game.TryGetItemMsg(item.m_tid, out int messageId, out int displayMode))
|
||
{
|
||
szExtDesc = itemExtDescTab.GetWideString(messageId);
|
||
}
|
||
|
||
// Fallback: direct lookup using tid (exactly like C++: m_ItemExtDesc.GetWideString(tid))
|
||
// 回退:直接使用tid查找(完全像C++:m_ItemExtDesc.GetWideString(tid))
|
||
if (string.IsNullOrEmpty(szExtDesc))
|
||
{
|
||
szExtDesc = itemExtDescTab.GetWideString(item.m_tid);
|
||
}
|
||
}
|
||
}
|
||
catch (System.Exception ex)
|
||
{
|
||
// Only log once to avoid spam
|
||
// 仅记录一次以避免垃圾日志
|
||
if (!m_HasLoggedExtDescError)
|
||
{
|
||
Debug.LogWarning($"[InventoryUI] Error getting extended description: {ex.Message}");
|
||
m_HasLoggedExtDescError = true;
|
||
}
|
||
}
|
||
|
||
// Display extended description if found (exactly like C++ checks: if (!szExtDesc || !szExtDesc[0]))
|
||
// 如果找到扩展描述则显示(完全像C++检查:if (!szExtDesc || !szExtDesc[0]))
|
||
string displayText = !string.IsNullOrEmpty(szExtDesc)
|
||
? szExtDesc.Replace("\\r", "\n")
|
||
: "";
|
||
|
||
// Debug logging to diagnose issues
|
||
// 调试日志以诊断问题
|
||
if (string.IsNullOrEmpty(displayText))
|
||
{
|
||
Debug.Log($"[InventoryUI] Extended description is empty for tid={item.m_tid}. szExtDesc was null/empty.");
|
||
}
|
||
else
|
||
{
|
||
Debug.Log($"[InventoryUI] Found extended description for tid={item.m_tid}, length={displayText.Length}");
|
||
}
|
||
|
||
// Setup equip and drop buttons
|
||
SetupEquipButton(package, item);
|
||
SetupDropButton(package, item);
|
||
|
||
// Show panel first
|
||
// 先显示面板
|
||
ShowDetailPanel(true);
|
||
|
||
// Set text directly - if this causes rebuild issues, we'll use coroutine
|
||
// 直接设置文本 - 如果这导致重建问题,我们将使用协程
|
||
if (extendedDescText != null)
|
||
{
|
||
extendedDescText.Set(displayText);
|
||
Debug.Log($"[InventoryUI] Set extended description text, extendedDescText is {(extendedDescText == null ? "null" : "not null")}");
|
||
}
|
||
else
|
||
{
|
||
Debug.LogWarning("[InventoryUI] extendedDescText is null! Check Inspector assignment.");
|
||
}
|
||
}
|
||
|
||
private void SetupEquipButton(byte package, EC_IvtrItem 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, EC_IvtrItem 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);
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
}
|
||
}
|