LunarInfantry/Assets/Scripts/ActionUIHandler.cs
2026-01-11 04:22:09 -08:00

108 lines
2.6 KiB
C#

using UnityEngine;
using UnityEngine.UI;
public class ActionUIHandler : MonoBehaviour
{
#region Statication
public static ActionUIHandler instance;
private void Awake()
{
if (instance != null && instance != this)
{
Destroy(gameObject);
return;
}
instance = this;
}
#endregion
private PlayerEntity selectedEntity;
private RangedWeapon possibleRanged;
public bool opened;
[Header("UI")]
[SerializeField] private Vector3 offset;
[SerializeField] private GameObject actionUI;
[SerializeField] private Button moveButton;
[SerializeField] private Button attackButton;
[SerializeField] private Button reloadButton;
//500 if statements in this script lol
public void ShowUI(PlayerEntity target)
{
opened = true;
possibleRanged = null;
selectedEntity = target;
transform.position = Input.mousePosition + offset;
actionUI.SetActive(true);
UpdateUI();
}
public void UpdateUI()
{
if (!selectedEntity.hasAttacked)
{
if (selectedEntity.currentWeapon.TryGetComponent(out RangedWeapon isRanged))
{
possibleRanged = isRanged;
}
if (!isRanged || !isRanged.fired)
{
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);
}
else
{
moveButton.gameObject.SetActive(false);
}
if (selectedEntity.hasAttacked && selectedEntity.hasMoved)
{
HideUI();
}
}
public void HideUI()
{
opened = false;
actionUI.SetActive(false);
}
public void ReloadGun()
{
possibleRanged.Reload();
selectedEntity.hasAttacked = true;
UpdateUI();
}
public void Attack()
{
selectedEntity.Attack();
HideUI();
}
public void SkipTurn()
{
selectedEntity.SkipTurn();
HideUI();
}
public void MoveEntity()
{
HideUI();
PlayerEntityMovement.instance.SelectEntity(selectedEntity);
}
}