Files
2026-07-09 21:33:33 +02:00

109 lines
4.0 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using VOID.Generic.Objects.Abstract;
using VOID.UserInterface;
using VOID.UserInterface.Game;
using VOID.UserInterface.Game.Party;
using VOID.UserInterface.Game.Util;
using VOID.ScriptableObjects;
using VOID.ScriptableObjects.Abilities;
namespace VOID.Generic.Player.Util
{
public class SelectUtilResult
{
public bool hit { get; private set; }
public bool onUI { get; private set; }
// UI Component directly under cursor - only one of these
public readonly SlotUI slotUI;
public readonly UnitPortraitUI unitPortraitUI;
public readonly StatusUI statusUI;
// All UI Components behind - usually one of these
public AbilityBookUI abilityBookUI { get; private set; }
public ActionBarSlotsUI actionBarSlotsUI { get; private set; }
public BackpackUI backpackUI { get; private set; }
public ContainerUI containerUI { get; private set; }
public EquipmentUI equipmentUI { get; private set; }
public OtherUnitBackpackUI otherUnitBackpackUI { get; private set; }
public PartyUI partyUI { get; private set; }
// Clicked position or clicked object's position
public readonly Vector3 position;
// Clicked object , ability or status
public readonly AbstractObject selectObject;
public readonly BasicAbility selectAbility;
public readonly BasicStatus selectStatus;
public SelectUtilResult(Vector3 position)
{
hit = position != default;
onUI = false;
this.position = position;
}
public SelectUtilResult(Vector3 position, AbstractObject abstractObject)
{
hit = abstractObject;
onUI = false;
this.position = position;
selectObject = abstractObject;
}
public SelectUtilResult(SlotUI slotUI)
{
hit = slotUI.ability || slotUI.item;
onUI = true;
this.slotUI = slotUI;
// Position to select:
// - in case of ItemObject, select its position
// - in case of BasicAbility, select caster's position (player's active unit)
if (slotUI.item) position = slotUI.item.transform.position;
else if (PlayerController.current.activeUnit) position = PlayerController.current.activeUnit.transform.position;
if (slotUI.ability) selectAbility = slotUI.ability;
if (slotUI.item) selectObject = slotUI.item;
}
public SelectUtilResult(UnitPortraitUI unitPortraitUI)
{
hit = unitPortraitUI.unit;
onUI = true;
this.unitPortraitUI = unitPortraitUI;
position = unitPortraitUI.unit.transform.position;
selectObject = unitPortraitUI.unit;
}
public SelectUtilResult(StatusUI statusUI)
{
hit = statusUI.status;
onUI = true;
this.statusUI = statusUI;
selectStatus = statusUI.status;
}
public SelectUtilResult()
{
onUI = false;
hit = false;
}
public SelectUtilResult WithUI(List<VisualElement> cachedElements = null)
{
if (!onUI) return this;
abilityBookUI = GameUI.current.PickComponentUI<AbilityBookUI>(cachedElements);
actionBarSlotsUI = GameUI.current.PickComponentUI<ActionBarSlotsUI>(cachedElements);
backpackUI = GameUI.current.PickComponentUI<BackpackUI>(cachedElements);
containerUI = GameUI.current.PickComponentUI<ContainerUI>(cachedElements);
equipmentUI = GameUI.current.PickComponentUI<EquipmentUI>(cachedElements);
otherUnitBackpackUI = GameUI.current.PickComponentUI<OtherUnitBackpackUI>(cachedElements);
partyUI = GameUI.current.PickComponentUI<PartyUI>(cachedElements);
onUI = true;
return this;
}
}
}