the ability to switch weapons

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reisenlol 2026-01-12 23:05:33 -08:00
parent 0722053b84
commit 533f137c48
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12 changed files with 928 additions and 15 deletions

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View file

@ -1,3 +1,4 @@
using TMPro;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
@ -21,12 +22,20 @@ public class ActionUIHandler : MonoBehaviour
private PlayerEntity selectedEntity; private PlayerEntity selectedEntity;
private RangedWeapon possibleRanged; private RangedWeapon possibleRanged;
public bool opened; public bool opened;
[Header("UI")] [Header("Main UI")]
[SerializeField] private Vector3 offset; [SerializeField] private Vector3 offset;
[SerializeField] private GameObject actionUI; [SerializeField] private GameObject actionUI;
[Header("Action Buttons")]
[SerializeField] private Button moveButton; [SerializeField] private Button moveButton;
[SerializeField] private Button attackButton; [SerializeField] private Button attackButton;
[SerializeField] private Button reloadButton; [SerializeField] private Button reloadButton;
[SerializeField] private Button switchButton;
[Header("Weapon Switcher")]
[SerializeField] private RectTransform weaponUIPanel;
[SerializeField] private Button templateWeaponButton;
[SerializeField] private float templateButtonHeight;
//500 if statements in this script lol //500 if statements in this script lol
public void ShowUI(PlayerEntity target) public void ShowUI(PlayerEntity target)
{ {
@ -48,27 +57,25 @@ public class ActionUIHandler : MonoBehaviour
} }
if (!isRanged || !isRanged.fired) if (!isRanged || !isRanged.fired)
{ {
reloadButton.gameObject.SetActive(false);
attackButton.gameObject.SetActive(true); attackButton.gameObject.SetActive(true);
} }
else else
{ {
reloadButton.gameObject.SetActive(true);
attackButton.gameObject.SetActive(false); attackButton.gameObject.SetActive(false);
} }
} }
else else
{ {
reloadButton.gameObject.SetActive(false);
attackButton.gameObject.SetActive(false); attackButton.gameObject.SetActive(false);
} }
if (!selectedEntity.hasMoved || !selectedEntity.hasAttacked) if (!selectedEntity.hasMoved || !selectedEntity.hasAttacked)
{ {
moveButton.gameObject.SetActive(true); moveButton.gameObject.SetActive(true);
switchButton.gameObject.SetActive(true);
} }
else else
{ {
moveButton.gameObject.SetActive(false); reloadButton.gameObject.SetActive(false);
} }
if (selectedEntity.hasAttacked && selectedEntity.hasMoved) if (selectedEntity.hasAttacked && selectedEntity.hasMoved)
@ -80,13 +87,14 @@ public class ActionUIHandler : MonoBehaviour
{ {
opened = false; opened = false;
actionUI.SetActive(false); actionUI.SetActive(false);
weaponUIPanel.gameObject.SetActive(false);
} }
public void ReloadGun() public void ReloadGun()
{ {
possibleRanged.Reload(); possibleRanged.Reload();
selectedEntity.hasAttacked = true; selectedEntity.hasAttacked = true;
UpdateUI(); HideUI();
} }
public void Attack() public void Attack()
@ -105,4 +113,56 @@ public class ActionUIHandler : MonoBehaviour
HideUI(); HideUI();
PlayerEntityMovement.instance.SelectEntity(selectedEntity); 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<TextMeshProUGUI>().text = weapon.weaponName;
}
else
{
newButton.GetComponentInChildren<TextMeshProUGUI>().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;
}
}
} }

View file

@ -1,9 +1,9 @@
using UnityEngine; using UnityEngine;
public class MeleeWeapon : MonoBehaviour public class MeleeWeapon : Weapon
{ {
public virtual void AttackEffects() protected override void AttackEffects()
{ {
} }

View file

@ -8,7 +8,7 @@ public class PlayerEntity : Entity
public bool hasAttacked = false; public bool hasAttacked = false;
[Header("Weaponry")] [Header("Weaponry")]
[SerializeField] private Weapon[] weapons; [SerializeField] private Weapon[] weapons;
private List<Weapon> weaponInstances = new(); [HideInInspector] public List<Weapon> weaponInstances = new();
public Weapon currentWeapon; public Weapon currentWeapon;
[Header("UI")] [Header("UI")]
[SerializeField] private Transform hpBar; [SerializeField] private Transform hpBar;
@ -51,9 +51,9 @@ public class PlayerEntity : Entity
currentWeapon.TryAttack(); currentWeapon.TryAttack();
} }
public void SwitchWeapon() public void SwitchWeapon(Weapon requestedWeapon)
{ {
currentWeapon = requestedWeapon;
} }
protected override void FinishedMovement() protected override void FinishedMovement()

View file

@ -2,6 +2,7 @@ using UnityEngine;
public class Weapon : MonoBehaviour public class Weapon : MonoBehaviour
{ {
public string weaponName;
public PlayerEntity thisEntity; public PlayerEntity thisEntity;
public virtual void TryAttack() public virtual void TryAttack()
{ {

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