Files
test/Assets/PerfectWorld/Scripts/Managers/EC_InventoryUI.cs
T
2025-10-11 16:09:00 +07:00

512 lines
18 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Reflection;
using BrewMonster.Network;
using BrewMonster;
using ModelRenderer.Scripts.GameData;
namespace PerfectWorld.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 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;
[SerializeField] private Button equipButton;
[SerializeField] private Button dropButton;
[Header("Inventory Settings")]
[SerializeField] private bool autoRefresh = true;
[SerializeField] private float refreshInterval = 1.0f;
private float lastRefreshTime;
private InventoryModel model;
private InventoryView view;
// Current selected item for equip/unequip operations
private byte currentSelectedPackage;
private int currentSelectedSlot;
private InventoryItemData currentSelectedItem;
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);
}
}
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);
}
private void OnInventoryButtonClicked(byte package, int slot)
{
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;
FillDetailPanel(package, itemData);
}
else
{
ShowDetailPanel(false);
}
}
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 += $" x{itemData.Count}";
}
return displayText;
}
public void ToggleAutoRefresh()
{
autoRefresh = !autoRefresh;
}
public void SetRefreshInterval(float interval)
{
refreshInterval = Mathf.Max(0.1f, interval);
}
public void OnEquipButtonClicked()
{
if (currentSelectedItem == null)
{
Debug.LogWarning("[InventoryUI] No item selected for equip/unequip operation");
return;
}
if (currentSelectedPackage == PKG_INVENTORY)
{
// Equipping from inventory
EquipItem();
}
else if (currentSelectedPackage == PKG_EQUIPMENT)
{
// Unequipping from equipment
UnequipItem();
}
else
{
Debug.LogWarning($"[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;
}
// 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 = 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());
// Setup equip and drop buttons
SetupEquipButton(package, item);
SetupDropButton(package, item);
ShowDetailPanel(true);
}
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);
}
}
}
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}";
}
}
}
}