init
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using System.Collections.Generic;
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using System.Globalization;
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using System.Linq;
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using Sirenix.Utilities;
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using UnityEngine;
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using UnityEngine.UIElements;
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using VOID.Generic.Dict;
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using VOID.Generic.Objects.Weapon;
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using VOID.UserInterface.Game.Util;
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namespace VOID.UserInterface.Game.Tooltip
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{
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public class WeaponTooltipUI : ITooltip
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{
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// VisualElement - Container
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private readonly VisualElement _templateElement;
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// VisualElements - Sections
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private readonly VisualElement _titleSection;
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private readonly VisualElement _mainDetailsSection;
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private readonly VisualElement _detailsSection;
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private readonly VisualElement _descriptionSection;
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private readonly VisualElement _footSection;
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// VisualElements - Data
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private readonly SlotUI _weaponIcon = new();
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private readonly List<DetailsElement> _mainDetails = new();
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private readonly List<DetailsElement> _details = new();
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private readonly Label _weaponName;
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private readonly Label _weaponQuality;
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private readonly Label _weaponType;
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private readonly Label _weaponDescription;
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private readonly Label _weaponValue;
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private readonly Label _weaponWeight;
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public WeaponTooltipUI(VisualElement templateElement)
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{
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// Tooltip for this type
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_templateElement = templateElement.Q(null, "tooltip");
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// Sections
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_titleSection = templateElement.Q("title-section");
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_mainDetailsSection = templateElement.Q("main-details-section");
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_detailsSection = templateElement.Q("details-section");
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_descriptionSection = templateElement.Q("description-section");
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_footSection = templateElement.Q("foot-section");
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// Elements
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_weaponIcon.Init(templateElement.Q("weapon-icon"), SlotType.None, -1);
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_weaponName = templateElement.Q<Label>("weapon-name");
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_weaponQuality = templateElement.Q<Label>("weapon-quality");
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_weaponType = templateElement.Q<Label>("weapon-type");
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_weaponDescription = templateElement.Q<Label>("weapon-description");
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_weaponValue = templateElement.Q<Label>("weapon-value");
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_weaponWeight = templateElement.Q<Label>("weapon-weight");
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}
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public void Show(WeaponObject weapon)
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{
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_weaponIcon.Set(weapon);
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_templateElement.style.display = DisplayStyle.Flex;
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FillBasicInfo(weapon);
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FillMainDetails(weapon);
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FillDetails(weapon);
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}
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public void Hide()
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{
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_templateElement.style.display = DisplayStyle.None;
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}
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public Vector2 GetSize()
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{
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return new Vector2(_templateElement.worldBound.width, _templateElement.worldBound.height);
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}
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private void FillBasicInfo(WeaponObject weapon)
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{
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_weaponName.text = weapon.basicData.finalName;
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_weaponQuality.text = weapon.itemData.quality.displayName;
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_weaponType.text = weapon.weaponData.weaponType + " (" + weapon.weaponData.weaponCarryType + ")";
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_weaponDescription.text = weapon.basicData.description;
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_descriptionSection.style.display = _weaponDescription.text.IsNullOrWhitespace() ? DisplayStyle.None : DisplayStyle.Flex;
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_weaponValue.text = weapon.itemData.finalValue.ToString(CultureInfo.InvariantCulture);
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_weaponWeight.text = weapon.itemData.finalWeight.ToString(CultureInfo.InvariantCulture);
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}
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private void FillMainDetails(WeaponObject weapon)
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{
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_mainDetailsSection.Clear();
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// Weapon's damage
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var weaponDamage = $"Damage: {weapon.weaponData.damageMin} - {weapon.weaponData.damageMax} ({weapon.weaponData.damageType})";
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_mainDetails.Add(new DetailsElement(_mainDetailsSection, null, new[] { weaponDamage }));
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// Weapons's Critical Damage Chance
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var criticalChance = $"Crit chance: {weapon.weaponData.criticalDamageChange * 100}%";
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_mainDetails.Add(new DetailsElement(_mainDetailsSection, null, new[] { criticalChance }));
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// Weapons's Critical Damage Multiplier
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var criticalMultiplier = $"Crit multiplier: {weapon.weaponData.criticalDamageMultiplier * 100}%";
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_mainDetails.Add(new DetailsElement(_mainDetailsSection, null, new[] { criticalMultiplier }));
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}
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private void FillDetails(WeaponObject weapon)
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{
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_detailsSection.Clear();
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// All effects except damage
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var simpleDescriptions = weapon.wearableData.effects
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.Select(effect => effect.GetSimpleDescription())
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.ToArray();
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_details.Add(new DetailsElement(_detailsSection, null, simpleDescriptions));
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}
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}
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}
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