212 lines
6.2 KiB
C#
212 lines
6.2 KiB
C#
using UnityEngine;
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namespace RoR2.UI;
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public class NotificationUIController : MonoBehaviour
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{
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[SerializeField]
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private HUD hud;
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[SerializeField]
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private GameObject genericNotificationPrefab;
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[SerializeField]
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private GameObject genericTransformationNotificationPrefab;
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[SerializeField]
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private GameObject contagiousVoidTransformationNotificationPrefab;
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[SerializeField]
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private GameObject suppressedTransformationNotificationPrefab;
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[SerializeField]
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private GameObject cloverVoidTransformationNotificationPrefab;
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[SerializeField]
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private GameObject lunarSunTransformationNotificationPrefab;
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[SerializeField]
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private GameObject regeneratingScrapRegenTransformationNotificationPrefab;
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[SerializeField]
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private GameObject LowerPricedChestsRegenTransformationNotificationPrefab;
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[SerializeField]
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private GameObject teleportOnLowHealthRegenTransformationNotificationPrefab;
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private GenericNotification currentNotification;
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private CharacterMasterNotificationQueue notificationQueue;
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private CharacterMaster targetMaster;
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public void OnEnable()
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{
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CharacterMaster.onCharacterMasterLost += OnCharacterMasterLost;
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}
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public void OnDisable()
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{
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CharacterMaster.onCharacterMasterLost -= OnCharacterMasterLost;
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CleanUpCurrentMaster();
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}
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public void Update()
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{
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if (hud.targetMaster != targetMaster)
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{
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SetTargetMaster(hud.targetMaster);
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}
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if ((bool)currentNotification && (bool)notificationQueue)
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{
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currentNotification.SetNotificationT(notificationQueue.GetCurrentNotificationT());
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}
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}
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private void SetUpNotification(CharacterMasterNotificationQueue.NotificationInfo notificationInfo)
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{
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object previousData;
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if (notificationInfo.transformation != null)
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{
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GameObject lowerPricedChestsRegenTransformationNotificationPrefab = genericTransformationNotificationPrefab;
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switch (notificationInfo.transformation.transformationType)
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{
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case CharacterMasterNotificationQueue.TransformationType.CloverVoid:
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if ((bool)cloverVoidTransformationNotificationPrefab)
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{
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lowerPricedChestsRegenTransformationNotificationPrefab = cloverVoidTransformationNotificationPrefab;
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}
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break;
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case CharacterMasterNotificationQueue.TransformationType.ContagiousVoid:
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if ((bool)contagiousVoidTransformationNotificationPrefab)
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{
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lowerPricedChestsRegenTransformationNotificationPrefab = contagiousVoidTransformationNotificationPrefab;
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}
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break;
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case CharacterMasterNotificationQueue.TransformationType.Suppressed:
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if ((bool)suppressedTransformationNotificationPrefab)
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{
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lowerPricedChestsRegenTransformationNotificationPrefab = suppressedTransformationNotificationPrefab;
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}
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break;
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case CharacterMasterNotificationQueue.TransformationType.LunarSun:
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if ((bool)lunarSunTransformationNotificationPrefab)
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{
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lowerPricedChestsRegenTransformationNotificationPrefab = lunarSunTransformationNotificationPrefab;
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}
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break;
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case CharacterMasterNotificationQueue.TransformationType.RegeneratingScrapRegen:
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if ((bool)regeneratingScrapRegenTransformationNotificationPrefab)
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{
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lowerPricedChestsRegenTransformationNotificationPrefab = regeneratingScrapRegenTransformationNotificationPrefab;
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}
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break;
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case CharacterMasterNotificationQueue.TransformationType.SaleStarRegen:
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if ((bool)LowerPricedChestsRegenTransformationNotificationPrefab)
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{
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lowerPricedChestsRegenTransformationNotificationPrefab = LowerPricedChestsRegenTransformationNotificationPrefab;
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}
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break;
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case CharacterMasterNotificationQueue.TransformationType.TeleportOnLowHealthRegen:
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if ((bool)teleportOnLowHealthRegenTransformationNotificationPrefab)
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{
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lowerPricedChestsRegenTransformationNotificationPrefab = teleportOnLowHealthRegenTransformationNotificationPrefab;
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}
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break;
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}
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currentNotification = Object.Instantiate(lowerPricedChestsRegenTransformationNotificationPrefab).GetComponent<GenericNotification>();
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previousData = notificationInfo.transformation.previousData;
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if (!(previousData is ItemDef previousItem))
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{
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if (previousData is EquipmentDef previousEquipment)
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{
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currentNotification.SetPreviousEquipment(previousEquipment);
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}
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}
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else
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{
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currentNotification.SetPreviousItem(previousItem);
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}
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}
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else
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{
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currentNotification = Object.Instantiate(genericNotificationPrefab).GetComponent<GenericNotification>();
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}
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previousData = notificationInfo.data;
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if (!(previousData is ItemDef item))
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{
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if (!(previousData is EquipmentDef equipment))
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{
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if (previousData is ArtifactDef artifact)
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{
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currentNotification.SetArtifact(artifact);
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}
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}
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else
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{
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currentNotification.SetEquipment(equipment);
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}
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}
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else
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{
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currentNotification.SetItem(item);
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}
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currentNotification.GetComponent<RectTransform>().SetParent(GetComponent<RectTransform>(), worldPositionStays: false);
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}
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private void OnCurrentNotificationChanged(CharacterMasterNotificationQueue notificationQueue)
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{
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ShowCurrentNotification(notificationQueue);
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}
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private void ShowCurrentNotification(CharacterMasterNotificationQueue notificationQueue)
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{
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DestroyCurrentNotification();
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CharacterMasterNotificationQueue.NotificationInfo notificationInfo = notificationQueue.GetCurrentNotification();
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if (notificationInfo != null)
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{
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SetUpNotification(notificationInfo);
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}
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}
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private void DestroyCurrentNotification()
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{
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if ((bool)currentNotification)
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{
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Object.Destroy(currentNotification.gameObject);
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currentNotification = null;
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}
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}
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private void SetTargetMaster(CharacterMaster newMaster)
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{
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DestroyCurrentNotification();
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CleanUpCurrentMaster();
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targetMaster = newMaster;
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if ((bool)newMaster)
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{
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notificationQueue = CharacterMasterNotificationQueue.GetNotificationQueueForMaster(newMaster);
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notificationQueue.onCurrentNotificationChanged += OnCurrentNotificationChanged;
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ShowCurrentNotification(notificationQueue);
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}
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}
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private void OnCharacterMasterLost(CharacterMaster master)
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{
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if ((object)master == targetMaster)
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{
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CleanUpCurrentMaster();
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}
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}
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private void CleanUpCurrentMaster()
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{
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if ((bool)notificationQueue)
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{
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notificationQueue.onCurrentNotificationChanged -= OnCurrentNotificationChanged;
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}
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notificationQueue = null;
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targetMaster = null;
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}
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}
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