too many if statements
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parent
533f137c48
commit
17b1a1e367
7 changed files with 55 additions and 20 deletions
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@ -49,35 +49,35 @@ public class ActionUIHandler : MonoBehaviour
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public void UpdateUI()
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{
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if (!selectedEntity.hasAttacked)
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if (selectedEntity.currentWeapon.TryGetComponent(out RangedWeapon isRanged))
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{
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if (selectedEntity.currentWeapon.TryGetComponent(out RangedWeapon isRanged))
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{
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possibleRanged = isRanged;
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}
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if (!isRanged || !isRanged.fired)
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{
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attackButton.gameObject.SetActive(true);
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}
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else
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{
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attackButton.gameObject.SetActive(false);
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}
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possibleRanged = isRanged;
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}
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if ((!isRanged || !isRanged.fired) && !selectedEntity.hasAttacked)
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{
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attackButton.gameObject.SetActive(true);
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reloadButton.gameObject.SetActive(false);
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}
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else
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{
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attackButton.gameObject.SetActive(false);
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if (isRanged && isRanged.fired)
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{
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if (selectedEntity.hasMoved || selectedEntity.hasAttacked)
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{
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reloadButton.gameObject.SetActive(false);
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}
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else
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{
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reloadButton.gameObject.SetActive(true);
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}
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}
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}
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if (!selectedEntity.hasMoved || !selectedEntity.hasAttacked)
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{
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moveButton.gameObject.SetActive(true);
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switchButton.gameObject.SetActive(true);
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}
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else
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{
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reloadButton.gameObject.SetActive(false);
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}
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if (selectedEntity.hasAttacked && selectedEntity.hasMoved)
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{
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HideUI();
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