-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathSkillSystemManager.cs
More file actions
230 lines (181 loc) · 7.92 KB
/
SkillSystemManager.cs
File metadata and controls
230 lines (181 loc) · 7.92 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class SkillSystemManager : MonoBehaviour
{
#region Serialized Fields
[SerializeField]
private GameObject swordSkillObject;
[SerializeField]
private GameObject staffSkillObject;
[SerializeField]
private GameObject shieldSkillObject;
[SerializeField]
private GameObject daggerSkillObject;
[SerializeField]
private GameObject vitalitySkillObject;
[SerializeField]
private GameObject mindSkillObject;
[SerializeField]
private GameObject enduranceSkillObject;
[SerializeField]
private GameObject toughnessSkillObject;
[SerializeField]
private GameObject wisdomSkillObject;
[SerializeField]
private DefaultWeaponAbilities swordAbilities;
[SerializeField]
private DefaultWeaponAbilities staffAbilities;
[SerializeField]
private DefaultWeaponAbilities shieldAbilities;
[SerializeField]
private DefaultWeaponAbilities daggerAbilities;
#endregion
#region Fields
private GameObject abilityTemplate;
private GameObject weaponSkillPanel;
private GameObject abilityInfoPanel;
private GameObject selectedAbilityBorder;
private CharacterSkills characterSkills;
private float timeCounter;
private const float updateTime = 0.5f;
#endregion
private void Start()
{
characterSkills = GlobalControl.instance.characterSkills;
weaponSkillPanel = transform.Find("WeaponSkillPanel").gameObject;
abilityInfoPanel = weaponSkillPanel.transform.Find("AbilityInfoPanel").gameObject;
abilityTemplate = weaponSkillPanel.transform.Find("AbilityPanel").Find("Ability Template").gameObject;
UpdateUI();
}
private void FixedUpdate()
{
timeCounter += Time.fixedDeltaTime;
if (timeCounter >= updateTime)
{
timeCounter -= updateTime;
UpdateSkillUI(mindSkillObject, characterSkills.mind);
UpdateSkillUI(wisdomSkillObject, characterSkills.wisdom);
UpdateSkillUI(staffSkillObject, characterSkills.staffSkill);
}
}
private void UpdateUI()
{
UpdateSkillUI(swordSkillObject, characterSkills.swordSkill);
UpdateSkillUI(staffSkillObject, characterSkills.staffSkill);
UpdateSkillUI(shieldSkillObject, characterSkills.shieldSkill);
UpdateSkillUI(daggerSkillObject, characterSkills.daggerSkill);
UpdateSkillUI(vitalitySkillObject, characterSkills.vitality);
UpdateSkillUI(mindSkillObject, characterSkills.mind);
UpdateSkillUI(enduranceSkillObject, characterSkills.endurance);
UpdateSkillUI(toughnessSkillObject, characterSkills.toughness);
UpdateSkillUI(wisdomSkillObject, characterSkills.wisdom);
}
private void UpdateSkillUI(GameObject skillObject, Skill skill)
{
skillObject.transform.Find("Level").GetComponent<Text>().text = $"Level: {skill.Level}";
skillObject.transform.Find("ExperienceBar").Find("bar").GetComponent<Image>().fillAmount = skill.Experience / (float) skill.RequiredExperience();
skillObject.transform.Find("ExperienceText").GetComponent<Text>().text = skill.Level < skill.MaxLevel ? $"{skill.Experience} / {skill.RequiredExperience()} XP" : "MAX";
}
public void OnWeaponSkillButton(string weaponType)
{
if (weaponSkillPanel.activeSelf)
weaponSkillPanel.SetActive(false);
if (abilityInfoPanel.activeSelf)
abilityInfoPanel.SetActive(false);
weaponSkillPanel.transform.Find("Weapon Skill Title").GetComponent<Text>().text = $"{weaponType} Abilities";
var defaultAbilities = FindDefaultAbilities(weaponType);
if (defaultAbilities is null) return;
FillAbilityPanel(defaultAbilities);
weaponSkillPanel.SetActive(true);
}
private List<Ability> FindDefaultAbilities(string weaponType)
{
switch (weaponType)
{
case "Sword":
return swordAbilities.abilities;
case "Staff":
return staffAbilities.abilities;
case "Shield":
return shieldAbilities.abilities;
case "Dagger":
return daggerAbilities.abilities;
default:
Debug.LogError("Null abilities list returned from FindDefaultAbilities in SkillSystemManager.");
return null;
}
}
private void FillAbilityPanel(List<Ability> abilities)
{
var content = weaponSkillPanel.transform.Find("AbilityPanel").Find("Content");
ClearContentPanel(content);
abilities.ForEach(ability =>
{
var abilityTransform = Instantiate(abilityTemplate, content).transform;
abilityTransform.name = ability.name;
abilityTransform.Find("AbilityName").GetComponent<Text>().text = ability.name;
abilityTransform.Find("Level").GetComponent<Text>().text = $"LVL:{ability.RequiredLevel}";
abilityTransform.gameObject.GetComponent<AbilityContainer>().Ability = ability;
abilityTransform.GetComponent<Button>().onClick.AddListener(delegate { DisplayAbilityInfo(abilityTransform); });
abilityTransform.gameObject.SetActive(true);
});
}
private void DisplayAbilityInfo(Transform abilityTransform)
{
SetAbilityBorder(abilityTransform);
if (abilityInfoPanel.activeSelf)
abilityInfoPanel.SetActive(false);
var abilityInfoTransform = abilityInfoPanel.transform;
var ability = abilityTransform.GetComponent<AbilityContainer>().Ability;
abilityInfoTransform.Find("AbilityName").GetComponent<Text>().text = ability.name;
abilityInfoTransform.Find("LevelReq").GetComponent<Text>().text = $"Lvl Required: {ability.RequiredLevel}";
abilityInfoTransform.Find("Cost").GetComponent<Text>().text = $"Stamina Cost: {ability.cost}";
abilityInfoTransform.Find("Description").GetComponent<Text>().text = ability.description;
if (ability is DamageAbility dmgAbility)
{
var sb = new System.Text.StringBuilder();
sb.AppendLine($"Damage Multiplier: x{dmgAbility.damageMultiplier}");
sb.AppendLine($"Physical Penetration: {dmgAbility.physicalPen * 100}%");
sb.AppendLine($"Magic Penetration: {dmgAbility.magicPen * 100}%");
abilityInfoTransform.Find("AbilityStats").GetComponent<Text>().text = sb.ToString();
}
else if (ability is BuffAbility buffAbility)
{
var sb = new System.Text.StringBuilder();
sb.AppendLine($"Physical Resist Bonus: {buffAbility.BuffValue}");
sb.AppendLine($"Magic Resist Bonus: {buffAbility.BuffValue}");
abilityInfoTransform.Find("AbilityStats").GetComponent<Text>().text = sb.ToString();
}
abilityInfoPanel.gameObject.SetActive(true);
}
private void SetAbilityBorder(Transform abilityTransform)
{
if (selectedAbilityBorder)
selectedAbilityBorder.SetActive(false);
selectedAbilityBorder = abilityTransform.Find("toggleBorder").gameObject;
selectedAbilityBorder.SetActive(true);
}
private void ClearContentPanel(Transform content)
{
foreach (Transform child in content)
{
Destroy(child.gameObject);
}
}
public void OnSkillUIButton()
{
gameObject.SetActive(!gameObject.activeSelf);
}
public void OnExitWeaponSkillPanelButton()
{
abilityInfoPanel.SetActive(false);
weaponSkillPanel.SetActive(false);
}
public void OnExitButton()
{
OnExitWeaponSkillPanelButton();
gameObject.SetActive(false);
}
}