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reloadButton.gameObject.SetActive(false); attackButton.gameObject.SetActive(true); } else { - reloadButton.gameObject.SetActive(true); attackButton.gameObject.SetActive(false); } } else { - reloadButton.gameObject.SetActive(false); attackButton.gameObject.SetActive(false); } if (!selectedEntity.hasMoved || !selectedEntity.hasAttacked) { moveButton.gameObject.SetActive(true); + switchButton.gameObject.SetActive(true); } else { - moveButton.gameObject.SetActive(false); + reloadButton.gameObject.SetActive(false); } if (selectedEntity.hasAttacked && selectedEntity.hasMoved) @@ -80,13 +87,14 @@ public class ActionUIHandler : MonoBehaviour { opened = false; actionUI.SetActive(false); + weaponUIPanel.gameObject.SetActive(false); } public void ReloadGun() { possibleRanged.Reload(); selectedEntity.hasAttacked = true; - UpdateUI(); + HideUI(); } public void Attack() @@ -105,4 +113,56 @@ public class ActionUIHandler : MonoBehaviour HideUI(); PlayerEntityMovement.instance.SelectEntity(selectedEntity); } + + public void ShowWeaponList() + { + foreach (Transform oldButton in weaponUIPanel) + { + Destroy(oldButton.gameObject); + } + if (weaponUIPanel.gameObject.activeSelf) + { + HideWeaponList(); + return; + } + weaponUIPanel.gameObject.SetActive(true); + weaponUIPanel.sizeDelta = new Vector2(weaponUIPanel.sizeDelta.x, templateButtonHeight * selectedEntity.weaponInstances.Count); + foreach (Weapon weapon in selectedEntity.weaponInstances) + { + Button newButton = Instantiate(templateWeaponButton, weaponUIPanel); + newButton.gameObject.SetActive(true); + if (weapon != selectedEntity.currentWeapon) + { + newButton.onClick.AddListener(() => SelectWeapon(weapon)); + newButton.GetComponentInChildren().text = weapon.weaponName; + } + else + { + newButton.GetComponentInChildren().text = $"{weapon.weaponName} (Equipped)"; + } + } + } + + public void SelectWeapon(Weapon weaponSelected) + { + MoveAction(); + selectedEntity.currentWeapon = weaponSelected; + UpdateUI(); + } + + private void HideWeaponList() + { + weaponUIPanel.gameObject.SetActive(false); + } + private void MoveAction() + { + if (!selectedEntity.hasMoved) + { + selectedEntity.hasMoved = true; + } + else if (!selectedEntity.hasAttacked) + { + selectedEntity.hasAttacked = true; + } + } } diff --git a/Assets/Scripts/MeleeWeapon.cs b/Assets/Scripts/MeleeWeapon.cs index b77712f..8bbdcfd 100644 --- a/Assets/Scripts/MeleeWeapon.cs +++ b/Assets/Scripts/MeleeWeapon.cs @@ -1,9 +1,9 @@ using UnityEngine; -public class MeleeWeapon : MonoBehaviour +public class MeleeWeapon : Weapon { - 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