Files
trail-into-darkness/Assets/Code/SplashMainMenuUI/MainMenuView.cs
2026-04-06 01:05:20 +02:00

97 lines
4.1 KiB
C#

using Nox.Core;
using Nox.Game;
using Jovian.SaveSystem;
using Nox.Game.UI;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
namespace Nox.UI {
/// <summary>
/// Main menu interface class which is responsible for creating the main menu view and handling the main menu events
/// </summary>
public class MainMenuView : IGameLifecycle, IMenuView {
private readonly MenuPrefabsContainer menuPrefabsContainer;
private readonly MenuGameStateData menuGameStateData;
private readonly ISaveSystem saveSystem;
private readonly GameDataState gameDataState;
private readonly PartySettings partySettings;
private readonly ICharacterSystems characterSystems;
private readonly PortraitsHolder portraitsHolder;
private MainMenuReference mainMenuReference;
private CharacterCreationReference characterCreationReference;
private CharacterCreationView characterCreationView;
private AsyncOperationHandle<GameObject> charCreationHandle;
private readonly StarterCharacterSettings starterCharacterSettings;
public MainMenuView(MenuPrefabsContainer menuPrefabsContainer,
MenuGameStateData menuGameStateData,
ISaveSystem saveSystem,
GameDataState gameDataState,
PartySettings partySettings,
ICharacterSystems characterSystems,
PortraitsHolder portraitsHolder,
StarterCharacterSettings starterCharacterSettings) {
this.menuPrefabsContainer = menuPrefabsContainer;
this.menuGameStateData = menuGameStateData;
this.saveSystem = saveSystem;
this.gameDataState = gameDataState;
this.partySettings = partySettings;
this.characterSystems = characterSystems;
this.portraitsHolder = portraitsHolder;
this.starterCharacterSettings = starterCharacterSettings;
}
public void Initialize() {
if(!mainMenuReference) {
mainMenuReference = Addressables.InstantiateAsync(menuPrefabsContainer.mainMenuReference).WaitForCompletion().GetComponent<MainMenuReference>();
}
mainMenuReference.exitButton.onClick.AddListener(Application.Quit);
mainMenuReference.optionsButton.onClick.AddListener(() => {/* options logic here */});
mainMenuReference.newGameButton.onClick.AddListener(InitializeCharacterCreation);
bool hasSave = saveSystem.HasAnySaves();
mainMenuReference.continueButton.gameObject.SetActive(hasSave);
if(hasSave) {
mainMenuReference.continueButton.onClick.AddListener(() => menuGameStateData.continueGameRequest.Invoke());
}
Show();
}
public void Show() {
mainMenuReference.gameObject.SetActive(true);
}
public void Hide() {
mainMenuReference.gameObject.SetActive(false);
}
private void InitializeCharacterCreation() {
charCreationHandle = Addressables.InstantiateAsync(menuPrefabsContainer.characterCreationReference);
var result = charCreationHandle.WaitForCompletion();
characterCreationReference =result.GetComponent<CharacterCreationReference>();
characterCreationView = new CharacterCreationView(
characterCreationReference,
menuGameStateData,
saveSystem,
gameDataState,
partySettings,
characterSystems,
portraitsHolder,
starterCharacterSettings);
characterCreationView.Initialize();
characterCreationView.Show();
}
public void Tick() {
characterCreationView?.Tick();
}
public void Dispose() {
characterCreationView?.Dispose();
Object.Destroy(characterCreationReference?.gameObject);
if (charCreationHandle.IsValid()) {
charCreationHandle.Release();
}
}
}
}