Firstborn/Assets/RPG Creation Kit/Scripts/Player/PlayerUIManager.cs
Schaken-Mods 5557c03691 Made lockpicking for doors
Finished making lockpicking for doors. Next I will make one for chests with a different type of lock, also increase skill points when successfully picked a lock.
2023-04-29 23:04:18 -05:00

103 lines
3.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RPGCreationKit;
using TMPro;
using UnityEngine.UI;
using UnityEngine.EventSystems;
namespace RPGCreationKit.Player
{
/// <summary>
/// Contains references to UI components and methods to modify/interact with them
/// </summary>
public class PlayerUIManager : MonoBehaviour
{
[Header("General")]
public Slider playerHealthSlider;
public Slider playerStaminaSlider;
public Slider playerManaSlider;
public TextMeshProUGUI Interact_text;
public GameObject compassGameObject; // <-- removed
public GameObject StatsUIGameObject;
public GameObject crosshairGameObject;
public GameObject crosshairHit;
[Header("Dialogue System")]
public GameObject dialogueContainer;
public GameObject playerQuestionsContainer;
public TextMeshProUGUI npc_Name;
public TextMeshProUGUI npc_Line;
public TextMeshProUGUI heardDialogues;
public Transform playerQuestionsContent;
[Header("Combat UI")]
public GameObject enemyHealthContainer;
public Slider enemyHealthSlider;
public TextMeshProUGUI enemyName;
[Header("Prefabs")]
public GameObject interactiveObjectUIContainer;
public Transform interactiveOptionContent;
public TextMeshProUGUI interactiveObjectName;
public TextMeshProUGUI interactiveObjectDescription;
[Header("Prefabs")]
public GameObject playerQuestionPrefab;
public GameObject interactiveOptionUIPrefab;
[SerializeField] public List<PlayerQuestion> allPlayerQuestions = new List<PlayerQuestion>();
private void Update()
{
if(RckPlayer.instance.isInConversation && RckInput.isUsingGamepad)
PreventUnselectedQuestionWithGamepad();
}
public void OnPlayerHits()
{
crosshairHit.SetActive(true);
Invoke("OnHitEnds", RCKSettings.CROSSHAIR_HIT_TIME);
}
void OnPlayerHitEnds()
{
crosshairHit.SetActive(false);
}
public void ReorderQuestions()
{
List<PlayerQuestionUI> questions = new List<PlayerQuestionUI>();
foreach (Transform t in playerQuestionsContent)
questions.Add(t.GetComponent<PlayerQuestionUI>());
questions.Sort(SortByPosition);
for (int i = 0; i < questions.Count; i++)
questions[i].GetComponent<RectTransform>().SetSiblingIndex(questions[i].position);
if(questions.Count > 0)
EventSystem.current.SetSelectedGameObject(questions[0].gameObject);
}
public void PreventUnselectedQuestionWithGamepad()
{
if (EventSystem.current.currentSelectedGameObject == null && RckInput.isUsingGamepad)
{
if (playerQuestionsContent.childCount > 0 && playerQuestionsContent.GetChild(0) != null)
EventSystem.current.SetSelectedGameObject(playerQuestionsContent.GetChild(0).gameObject);
}
}
public static int SortByPosition(PlayerQuestionUI p1, PlayerQuestionUI p2)
{
return p1.position.CompareTo(p2.position);
}
}
}