Files
trail-into-darkness/Assets/Code/GameState/PlayModes/Encounters/EncounterView.cs
Sebastian Bularca a49a21c0cb cleaning
2026-05-17 22:44:17 +02:00

168 lines
5.7 KiB
C#

using Jovian.EncounterSystem;
using Nox.Game.UI;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Nox.Game {
public class EncounterView : IMenuView {
private const int MaxAnswers = 4;
private readonly EncounterPrefabs encounterPrefabs;
private readonly Dictionary<Type, EncounterReference> kindToReference = new();
private readonly Dictionary<Type, List<AnswerReference>> kindToAnswerPool = new();
private IEncounter currentEncounter;
private EncounterReference currentReference;
private List<AnswerReference> currentAnswerPool;
public event Action<int> OptionSelected;
public EncounterView(EncounterPrefabs encounterPrefabs) {
this.encounterPrefabs = encounterPrefabs;
}
public void SetCurrentEncounter(IEncounter encounter) {
currentEncounter = encounter;
}
public void Initialize() { }
public void Show() {
if(currentEncounter?.EncounterDefinition?.Kind == null) {
return;
}
if(currentReference) {
currentReference.gameObject.SetActive(false);
}
var kindType = currentEncounter.EncounterDefinition.Kind.GetType();
var set = encounterPrefabs.encounterSets
.FirstOrDefault(s => s.encounterKind != null && s.encounterKind.GetType() == kindType);
if(set == null || !set.encounterReference) {
return;
}
if(!kindToReference.TryGetValue(kindType, out var reference) || !reference) {
reference = UnityEngine.Object.Instantiate(set.encounterReference);
kindToReference[kindType] = reference;
}
currentReference = reference;
currentAnswerPool = GetOrBuildAnswerPool(kindType, set);
PopulateEncounterReference();
currentReference.gameObject.SetActive(true);
}
public void Hide() {
if(currentReference) {
currentReference.gameObject.SetActive(false);
}
DeactivateAnswers(currentAnswerPool);
}
public void Tick() { }
private List<AnswerReference> GetOrBuildAnswerPool(Type kindType, EncounterSet set) {
if(kindToAnswerPool.TryGetValue(kindType, out var pool) && pool != null) {
return pool;
}
pool = new List<AnswerReference>(MaxAnswers);
kindToAnswerPool[kindType] = pool;
if(!set.answerReference || !currentReference.encounterOptionsContainer) {
return pool;
}
for(var i = 0; i < MaxAnswers; i++) {
var answer = UnityEngine.Object.Instantiate(set.answerReference, currentReference.encounterOptionsContainer);
answer.gameObject.SetActive(false);
pool.Add(answer);
}
return pool;
}
private void PopulateEncounterReference() {
var definition = currentEncounter.EncounterDefinition;
var visuals = currentEncounter.EncounterVisuals;
if(currentReference.encounterName) {
currentReference.encounterName.text = definition.name;
}
if(currentReference.encounterDescription) {
currentReference.encounterDescription.text = definition.description;
}
if(currentReference.encounterArt && visuals != null) {
currentReference.encounterArt.sprite = visuals.encounterArt;
}
PopulateAnswers();
}
private void PopulateAnswers() {
DeactivateAnswers(currentAnswerPool);
var optionSet = currentEncounter.EncounterDialogOptionSet;
if(currentAnswerPool == null || optionSet?.options == null) {
return;
}
var count = Mathf.Min(optionSet.options.Count, currentAnswerPool.Count);
for(var i = 0; i < count; i++) {
var option = optionSet.options[i];
var answer = currentAnswerPool[i];
if(option == null || !answer) {
continue;
}
if(answer.number) {
answer.number.text = (i + 1).ToString();
}
if(answer.dialogText) {
answer.dialogText.text = option.text.Resolve(optionSet.library);
}
BindAnswerButton(answer, i);
answer.gameObject.SetActive(true);
}
}
private void BindAnswerButton(AnswerReference answer, int optionIndex) {
var button = answer.button ? answer.button : answer.GetComponentInChildren<UnityEngine.UI.Button>(true);
if(!button) {
return;
}
button.onClick.RemoveAllListeners();
button.onClick.AddListener(() => OptionSelected?.Invoke(optionIndex));
}
private static void DeactivateAnswers(List<AnswerReference> pool) {
if(pool == null) {
return;
}
for(var i = 0; i < pool.Count; i++) {
if(pool[i]) {
pool[i].gameObject.SetActive(false);
}
}
}
public void Dispose() {
foreach(var reference in kindToReference.Values) {
if(reference) {
UnityEngine.Object.Destroy(reference.gameObject);
}
}
kindToReference.Clear();
kindToAnswerPool.Clear();
currentReference = null;
currentAnswerPool = null;
currentEncounter = null;
OptionSelected = null;
}
}
}