added pooling for the gui portraits

This commit is contained in:
Sebastian Bularca
2026-04-06 17:41:35 +02:00
parent f42885830a
commit fa7659d905

View File

@@ -1,4 +1,3 @@
using Jovian.Logger;
using System.Collections.Generic;
using Jovian.PopupSystem;
using Nox.UI;
@@ -7,14 +6,16 @@ using Object = UnityEngine.Object;
namespace Nox.Game.UI {
public class PartyGuiView {
private const int PoolSize = 4;
private readonly Transform portraitsContainer;
private readonly PartyMemberSlot slotPrefab;
private readonly PortraitsHolder portraitsHolder;
private readonly IPopupSystem popupSystem;
private readonly List<PartyMemberSlot> activeSlots = new();
private readonly PartyMemberSlot[] slotPool = new PartyMemberSlot[PoolSize];
private PartyDefinition trackedParty;
private int trackedMemberCount;
private int activeCount;
public PartyGuiView(Transform portraitsContainer, PartyMemberSlot slotPrefab, PortraitsHolder portraitsHolder, IPopupSystem popupSystem = null) {
this.portraitsContainer = portraitsContainer;
@@ -25,8 +26,17 @@ namespace Nox.Game.UI {
public void Initialize(PartyDefinition party) {
trackedParty = party;
trackedMemberCount = 0;
RebuildSlots();
activeCount = 0;
// Pre-create all slots (deactivated)
for(int i = 0; i < PoolSize; i++) {
if(slotPool[i] == null) {
slotPool[i] = Object.Instantiate(slotPrefab, portraitsContainer);
}
slotPool[i].gameObject.SetActive(false);
}
PopulateSlots();
}
public void Tick() {
@@ -35,58 +45,59 @@ namespace Nox.Game.UI {
}
// Rebuild if member count changed
if(trackedParty.members.Count != trackedMemberCount) {
RebuildSlots();
if(trackedParty.members.Count != activeCount) {
PopulateSlots();
}
// Update dynamic values (health, mana)
for(int i = 0; i < activeSlots.Count && i < trackedParty.members.Count; i++) {
var member = trackedParty.members[i];
var slot = activeSlots[i];
UpdateSlotStats(slot, member);
// Update dynamic values
var memberCount = Mathf.Min(activeCount, trackedParty.members.Count);
for(int i = 0; i < memberCount; i++) {
UpdateSlotStats(slotPool[i], trackedParty.members[i]);
}
}
private void RebuildSlots() {
// Clear existing
foreach(var slot in activeSlots) {
Object.Destroy(slot.gameObject);
}
activeSlots.Clear();
private void PopulateSlots() {
var memberCount = trackedParty?.members != null
? Mathf.Min(trackedParty.members.Count, PoolSize)
: 0;
if(trackedParty?.members == null) {
return;
// Activate slots for current members, deactivate the rest
for(int i = 0; i < PoolSize; i++) {
var slot = slotPool[i];
if(i < memberCount) {
var member = trackedParty.members[i];
slot.gameObject.SetActive(true);
// Portrait
if(portraitsHolder != null && portraitsHolder.portraits.Length > 0) {
var idx = Mathf.Clamp(member.PortraitIndex, 0, portraitsHolder.portraits.Length - 1);
slot.portrait.sprite = portraitsHolder.portraits[idx];
}
UpdateSlotStats(slot, member);
}
else {
slot.gameObject.SetActive(false);
}
}
trackedMemberCount = trackedParty.members.Count;
activeCount = memberCount;
foreach(var member in trackedParty.members) {
var slot = Object.Instantiate(slotPrefab, portraitsContainer);
slot.gameObject.SetActive(true);
// Portrait
if(portraitsHolder != null && portraitsHolder.portraits.Length > 0) {
var idx = Mathf.Clamp(member.PortraitIndex, 0, portraitsHolder.portraits.Length - 1);
slot.portrait.sprite = portraitsHolder.portraits[idx];
}
UpdateSlotStats(slot, member);
activeSlots.Add(slot);
// Initialize popup triggers
if(popupSystem != null) {
popupSystem.InitializeTriggersInChildren(portraitsContainer, (trigger, view) => {
var slot = trigger.GetComponentInParent<PartyMemberSlot>();
if(slot == null) {
return;
}
var slotIndex = System.Array.IndexOf(slotPool, slot);
if(slotIndex < 0 || slotIndex >= activeCount) {
return;
}
var member = trackedParty.members[slotIndex];
view.SetContent(builder => BuildCharacterPopup(builder, member));
});
}
// Initialize all popup triggers under the container
popupSystem?.InitializeTriggersInChildren(portraitsContainer, (trigger, view) => {
var slot = trigger.GetComponentInParent<PartyMemberSlot>();
if(slot == null) {
return;
}
var slotIndex = activeSlots.IndexOf(slot);
if(slotIndex < 0 || slotIndex >= trackedParty.members.Count) {
return;
}
var member = trackedParty.members[slotIndex];
view.SetContent(builder => BuildCharacterPopup(builder, member));
});
}
private void BuildCharacterPopup(PopupContentBuilder builder, CharacterDefinition member) {
@@ -99,14 +110,18 @@ namespace Nox.Game.UI {
// Stats
if(member.Stats?.stats != null) {
foreach(var stat in member.Stats.stats) {
if(stat.stat == StatType.None) {
continue;
}
builder.AddStat(stat.stat.ToString(), stat.value);
}
var level = member.Stats.GetValue(StatType.Level);
var xp = member.Stats.GetValue(StatType.Experience);
var health = member.Stats.GetValue(StatType.Health);
var mana = member.Stats.GetValue(StatType.Mana);
builder
.AddStat("Level", level)
.AddStat("XP", xp)
.AddSeparator()
.AddStat("Health", health)
.AddStat("Mana", mana)
.AddSeparator();
}
builder.AddSeparator();
// Attributes
if(member.Attributes?.attributes != null) {
@@ -152,12 +167,13 @@ namespace Nox.Game.UI {
}
public void Dispose() {
foreach(var slot in activeSlots) {
if(slot != null) {
Object.Destroy(slot.gameObject);
for(int i = 0; i < PoolSize; i++) {
if(slotPool[i] != null) {
Object.Destroy(slotPool[i].gameObject);
slotPool[i] = null;
}
}
activeSlots.Clear();
activeCount = 0;
}
}
}