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RecruitController.cs
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316 lines (294 loc) · 11 KB
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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using System.Collections;
using System.Collections.Generic;
public class RecruitController : MonoBehaviour {
[Header("Panels")]
public Transform mapPanel;
public Transform characterPanel;
public Transform systemPanel;
public Transform confirmQuest;
public Transform weightPanel;
[Header("View Objects")]
public Transform recruitListView;
public Transform armourListView;
public Transform weaponListView;
public Transform playerView;
public Transform recruitView1;
public Transform recruitView2;
[Header("Prefabs")]
public Transform recruitPrefab;
public Transform armourPrefab;
public Transform weaponPrefab;
[Header("Recruits")]
public Character recruit1;
public Character recruit2;
public List<RectTransform> recruitList = new List<RectTransform>();
public int changeRecruit = 0;
[Header("Inventory")]
public int changeArmour = 0;
public List<RectTransform> armourList = new List<RectTransform>();
public int changeWeapon = 0;
public List<RectTransform> weaponList = new List<RectTransform>();
// Quests
public int bossSeed0 = 0;
public int bossSeed1 = 0;
public int bossSeed2 = 0;
public int currentQuest = 0;
// RECRUIT CHANGING
public void ChooseRecruit(int index) {
changeRecruit = index;
for(int l = 0; l < recruitList.Count; l++) {
Destroy(recruitList[l].gameObject);
}
recruitList.Clear();
int recruitIndex = 0;
for(int r = 0; r < Global.system.recruits.Count; r++) {
if(!Global.system.recruits[r].combatant) {
RectTransform rc = Instantiate(recruitPrefab, Vector3.zero, Quaternion.identity) as RectTransform;
rc.SetParent(recruitListView.Find("Scroll/Viewport/Content"));
rc.anchoredPosition = new Vector2(20.0f, -10.0f + recruitIndex * -150.0f);
Vector2 size = recruitListView.Find("Scroll/Viewport/Content").GetComponent<RectTransform>().sizeDelta;
recruitListView.Find("Scroll/Viewport/Content").GetComponent<RectTransform>().sizeDelta = new Vector2(size.x, 160.0f + recruitIndex * 150.0f);
int buttonIndex = r;
rc.Find("Change").GetComponent<Button>().onClick.AddListener(() => ChangeRecruit(buttonIndex));
ChangeInfo(Global.system.recruits[r], rc);
recruitList.Add(rc);
recruitIndex++;
}
}
recruitListView.gameObject.SetActive(true);
}
public void ChangeRecruit(int index) {
if(changeRecruit == 1) {
if(recruit1 != null) {
recruit1.combatant = false;
}
recruit1 = Global.system.recruits[index];
recruit1.combatant = true;
recruit1.recruitID = 1;
ChangeInfo(recruit1, recruitView1);
}
else if(changeRecruit == 2) {
if(recruit2 != null) {
recruit2.combatant = false;
}
recruit2 = Global.system.recruits[index];
recruit2.combatant = true;
recruit2.recruitID = 2;
ChangeInfo(recruit2, recruitView2);
}
recruitListView.gameObject.SetActive(false);
}
public void CancelRecruit() {
recruitListView.gameObject.SetActive(false);
}
// ARMOUR CHANGING
public void ChooseArmour(int index) {
changeArmour = index;
for(int l = 0; l < armourList.Count; l++) {
Destroy(armourList[l].gameObject);
}
armourList.Clear();
int armourIndex = 0;
for(int a = 0; a < Global.system.armours.Count; a++) {
if(!Global.system.armours[a].inUse) {
RectTransform ar = Instantiate(armourPrefab, Vector3.zero, Quaternion.identity) as RectTransform;
ar.SetParent(armourListView.Find("Scroll/Viewport/Content"));
ar.anchoredPosition = new Vector2(20.0f, -10.0f + armourIndex * -150.0f);
Vector2 size = armourListView.Find("Scroll/Viewport/Content").GetComponent<RectTransform>().sizeDelta;
armourListView.Find("Scroll/Viewport/Content").GetComponent<RectTransform>().sizeDelta = new Vector2(size.x, 160.0f + armourIndex * 150.0f);
int buttonIndex = a;
ar.Find("Change").GetComponent<Button>().onClick.AddListener(() => ChangeArmour(buttonIndex));
ChangeInfoArmour(Global.system.armours[a], ar);
armourList.Add(ar);
armourIndex++;
}
}
armourListView.gameObject.SetActive(true);
}
public void ChangeArmour(int index) {
int weight = Global.system.armours[index].weight + Global.system.player.weapon.weight;
int strength = Global.system.player.strength + 10;
if(weight <= strength) {
if(changeArmour == 0) {
Global.system.player.armour.inUse = false;
Global.system.player.armour = Global.system.armours[index];
Global.system.player.armour.inUse = true;
ChangeInfo(Global.system.player, playerView);
}
else if(changeArmour == 1) {
recruit1.armour.inUse = false;
recruit1.armour = Global.system.armours[index];
recruit1.armour.inUse = true;
ChangeInfo(recruit1, recruitView1);
}
else if(changeArmour == 2) {
recruit2.armour.inUse = false;
recruit2.armour = Global.system.armours[index];
recruit2.armour.inUse = true;
ChangeInfo(recruit2, recruitView2);
}
armourListView.gameObject.SetActive(false);
}
else {
ShowWeight(true);
}
}
public void CancelArmour() {
armourListView.gameObject.SetActive(false);
}
// WEAPON CHANGING
public void ChooseWeapon(int index) {
changeWeapon = index;
for(int l = 0; l < weaponList.Count; l++) {
Destroy(weaponList[l].gameObject);
}
weaponList.Clear();
int weaponIndex = 0;
for(int w = 0; w < Global.system.weapons.Count; w++) {
if(!Global.system.weapons[w].inUse) {
RectTransform wp = Instantiate(weaponPrefab, Vector3.zero, Quaternion.identity) as RectTransform;
wp.SetParent(weaponListView.Find("Scroll/Viewport/Content"));
wp.anchoredPosition = new Vector2(20.0f, -10.0f + weaponIndex * -150.0f);
Vector2 size = weaponListView.Find("Scroll/Viewport/Content").GetComponent<RectTransform>().sizeDelta;
weaponListView.Find("Scroll/Viewport/Content").GetComponent<RectTransform>().sizeDelta = new Vector2(size.x, 160.0f + weaponIndex * 150.0f);
int buttonIndex = w;
wp.Find("Change").GetComponent<Button>().onClick.AddListener(() => ChangeWeapon(buttonIndex));
weaponList.Add(wp);
ChangeInfoWeapon(Global.system.weapons[w], wp);
weaponIndex++;
}
}
weaponListView.gameObject.SetActive(true);
}
public void ChangeWeapon(int index) {
int weight = Global.system.weapons[index].weight + Global.system.player.armour.weight;
int strength = Global.system.player.strength + 10;
if(weight <= strength) {
if(changeWeapon == 0) {
Global.system.player.weapon.inUse = false;
Global.system.player.weapon = Global.system.weapons[index];
Global.system.player.weapon.inUse = true;
ChangeInfo(Global.system.player, playerView);
}
if(changeWeapon == 1) {
recruit1.weapon.inUse = false;
recruit1.weapon = Global.system.weapons[index];
recruit1.weapon.inUse = true;
ChangeInfo(recruit1, recruitView1);
}
else if(changeWeapon == 2) {
recruit2.weapon.inUse = false;
recruit2.weapon = Global.system.weapons[index];
recruit2.weapon.inUse = true;
ChangeInfo(recruit2, recruitView2);
}
weaponListView.gameObject.SetActive(false);
}
else {
ShowWeight(true);
}
}
public void CancelWeapon() {
weaponListView.gameObject.SetActive(false);
}
// CHANGE CHARACTER INFO
public void ChangeInfo(Character character, Transform view) {
// Name
string name = character.name;
if(name == null || name == "" || name == " ") { name = "Noname McNoname"; }
view.Find("Name").GetComponent<Text>().text = name;
// Stats
//string values0 = "Type: " + character.type.ToString() + "\nHealth: " + character.healthMax + "\nStrength: " + character.strength + "\nEndurance: " + character.endurance;
string values0 = "Health: " + character.healthMax + "\nStrength: " + character.strength + "\nEndurance: " + character.endurance;
string values1 = "Focus: " + character.focus + "\nFirearms: " + character.firearms + "\nInitiative: " + character.initiative;
view.Find("Values0").GetComponent<Text>().text = values0;
view.Find("Values1").GetComponent<Text>().text = values1;
// Armour/weapon
ChangeInfoArmour(character.armour, view);
ChangeInfoWeapon(character.weapon, view);
}
void ChangeInfoArmour(Armour armour, Transform view) {
string valuesAR = "Defense: " + armour.defense + "\nWeight: " + armour.weight;
view.Find("ValuesAR").GetComponent<Text>().text = valuesAR;
int arType = 0;
if (armour.type == Armour.armourTypes.medium) {
arType = 1;
}
else if(armour.type == Armour.armourTypes.heavy) {
arType = 2;
}
Sprite arSprite = Resources.Load<Sprite>("Armours/" + arType.ToString());
view.Find("ImageAR").GetComponent<Image>().sprite = arSprite;
}
void ChangeInfoWeapon(Weapon weapon, Transform view) {
string valuesWP0 = "Damage: " + weapon.damage + " (x" + weapon.firerate + ")" + "\nFirerate: " + weapon.firerate + "\nAccurary: " + weapon.accuracy + "\nRange: " + weapon.range;
string valuesWP1 = "Magazine: " + weapon.magazineMax + "\nWeight: " + weapon.weight + "\nAP shoot: " + weapon.apShooting + "\nAP reload: " + weapon.apReload;
view.Find("NameWP").GetComponent<Text>().text = "Weapon: " + weapon.type.ToString();
view.Find("ValuesWP0").GetComponent<Text>().text = valuesWP0;
view.Find("ValuesWP1").GetComponent<Text>().text = valuesWP1;
// Change weapon type
List<Sprite> wp = new List<Sprite>();
Weapon.weaponTypes type = weapon.type;
Transform wpType = view.Find("Weapons/" + type.ToString());
int barrel = weapon.barrel;
int body = weapon.body;
int handle = weapon.handle;
int scope = weapon.scope;
if (type == Weapon.weaponTypes.pistol) {
wp = Global.system.pistol;
}
else if(type == Weapon.weaponTypes.smg) {
wp = Global.system.smg;
}
else if(type == Weapon.weaponTypes.shotgun) {
wp = Global.system.shotgun;
}
else if(type == Weapon.weaponTypes.rifle) {
wp = Global.system.rifle;
}
// Lists
List<Sprite> barrels = new List<Sprite>();
List<Sprite> bodies = new List<Sprite>();
List<Sprite> handles = new List<Sprite>();
List<Sprite> scopes = new List<Sprite>();
for(int w = 0; w<wp.Count; w++) {
if(wp[w].name.Contains("barrels")) {
barrels.Add(wp[w]);
}
if(wp[w].name.Contains("bodies")) {
bodies.Add(wp[w]);
}
if(wp[w].name.Contains("handles")) {
handles.Add(wp[w]);
}
if(wp[w].name.Contains("scopes")) {
scopes.Add(wp[w]);
}
}
// Error check
if(barrel > barrels.Count) { barrel = 0; }
if(body > bodies.Count) { body = 0; }
if(handle > handles.Count) { handle = 0; }
if(scope > scopes.Count) { scope = 0; }
// Set sprites
view.Find("Weapons/pistol").gameObject.SetActive(false);
view.Find("Weapons/smg").gameObject.SetActive(false);
view.Find("Weapons/shotgun").gameObject.SetActive(false);
view.Find("Weapons/rifle").gameObject.SetActive(false);
if(barrels.Count > 0 && bodies.Count > 0 && handles.Count > 0) {
wpType.Find("Barrel").GetComponent<Image>().sprite = barrels[barrel];
wpType.Find("Body").GetComponent<Image>().sprite = bodies[body];
wpType.Find("Handle").GetComponent<Image>().sprite = handles[handle];
if(type != Weapon.weaponTypes.pistol) {
wpType.Find("Scope").GetComponent<Image>().sprite = scopes[scope];
}
wpType.gameObject.SetActive(true);
}
}
public void ShowWeight(bool show) {
weightPanel.gameObject.SetActive(show);
}
}