Files
Emberwild/Assets/GAME/Script/Storage/ChestSlotUI.cs
2026-07-07 16:43:51 +02:00

246 lines
8.3 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using TMPro;
using Ashwild.Inventory;
namespace Ashwild.Storage
{
/// <summary>
/// Which container a chest-window cell belongs to, so a drop can be routed to the right transfer.
/// </summary>
public enum ChestSlotContainer
{
Inventory,
Chest
}
/// <summary>
/// One draggable cell in the chest window, used for both sides — the player's inventory (left) and
/// the chest (right). Unlike the inventory's SlotUI it carries which container and index it maps to,
/// so a drop hands the pair to the owning <see cref="ChestUI"/>, which turns it into a deposit,
/// withdraw, move-within or inventory swap. It only renders and reports drags; every real mutation
/// goes through the chest's server-authoritative RPCs.
/// </summary>
public class ChestSlotUI : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IDropHandler, IPointerClickHandler
{
#region Serialized Fields
[Header("References")]
[SerializeField] private Image iconImage;
[SerializeField] private TextMeshProUGUI quantityText;
[Header("Uses Bar")]
[Tooltip("Root of the uses/durability bar — shown only for items that track uses.")]
[SerializeField] private GameObject usageBarRoot;
[Tooltip("Filled image whose fillAmount maps to the remaining uses (Image Type = Filled).")]
[SerializeField] private Image usageBarFill;
[SerializeField] private Color normalTint = Color.white;
[SerializeField] private Color depletedTint = Color.red;
#endregion
#region State
private ChestUI owner;
private ChestSlotContainer container;
private int index;
public ChestSlotContainer Container => container;
public int Index => index;
// Static drag state shared across every chest-window cell (both grids).
private static ChestSlotUI draggedSlot;
private static GameObject ghostObject;
private static Image ghostIcon;
private static TextMeshProUGUI ghostQuantity;
#endregion
#region Setup
/// <summary>
/// Wires the single shared drag ghost used by every cell in the window.
/// </summary>
public static void SetupGhost(GameObject ghost, Image icon, TextMeshProUGUI qty)
{
ghostObject = ghost;
ghostIcon = icon;
ghostQuantity = qty;
if (ghostObject != null) ghostObject.SetActive(false);
}
/// <summary>
/// Binds this cell to a container and index within the owning window.
/// </summary>
public void Initialize(ChestUI ownerUI, ChestSlotContainer slotContainer, int slotIndex)
{
owner = ownerUI;
container = slotContainer;
index = slotIndex;
}
#endregion
#region Rendering
/// <summary>
/// Redraws the cell from whichever container it belongs to (the local inventory or the chest's
/// replicated view).
/// </summary>
public void Refresh()
{
if (container == ChestSlotContainer.Inventory)
{
PlayerInventory inv = PlayerInventory.Instance;
InventorySlot slot = inv != null ? inv.GetSlot(index) : null;
if (slot == null || slot.IsEmpty)
{
RenderEmpty();
return;
}
Render(slot.ItemData, slot.Quantity, slot.ItemData.HasUses ? slot.CurrentUses : -1);
}
else
{
if (owner != null && owner.Chest != null
&& owner.Chest.TryGetSlot(index, out ItemData item, out int qty, out int uses))
Render(item, qty, uses);
else
RenderEmpty();
}
}
/// <summary>
/// Clears the cell to its empty look.
/// </summary>
private void RenderEmpty()
{
iconImage.gameObject.SetActive(false);
quantityText.gameObject.SetActive(false);
if (usageBarRoot != null) usageBarRoot.SetActive(false);
}
/// <summary>
/// Draws an item's icon, quantity and uses bar. Keeps the mid-drag fade on the cell currently
/// being dragged, but otherwise forces full opacity.
/// </summary>
private void Render(ItemData item, int quantity, int uses)
{
iconImage.gameObject.SetActive(true);
iconImage.sprite = item.Icon;
bool showQty = quantity > 1;
quantityText.gameObject.SetActive(showQty);
if (showQty) quantityText.text = quantity.ToString();
bool hasUses = item.HasUses;
if (usageBarRoot != null) usageBarRoot.SetActive(hasUses);
bool depleted = hasUses && uses <= 0;
Color tint = depleted ? depletedTint : normalTint;
tint.a = draggedSlot == this ? iconImage.color.a : 1f;
iconImage.color = tint;
if (hasUses && usageBarFill != null && item.MaxUses > 0)
usageBarFill.fillAmount = (float)Mathf.Max(0, uses) / item.MaxUses;
}
#endregion
#region Drag & Drop
/// <summary>
/// Starts dragging this cell's stack (left button, non-empty only), showing the shared ghost.
/// </summary>
public void OnBeginDrag(PointerEventData eventData)
{
if (eventData.button != PointerEventData.InputButton.Left) return;
if (!HasItem()) return;
draggedSlot = this;
if (ghostObject != null)
{
ghostObject.SetActive(true);
ghostIcon.sprite = iconImage.sprite;
ghostIcon.gameObject.SetActive(true);
bool showQty = quantityText.gameObject.activeSelf;
ghostQuantity.gameObject.SetActive(showQty);
if (showQty) ghostQuantity.text = quantityText.text;
ghostObject.transform.position = eventData.position;
}
Color c = iconImage.color;
c.a = 0.4f;
iconImage.color = c;
}
/// <summary>
/// Moves the ghost with the pointer.
/// </summary>
public void OnDrag(PointerEventData eventData)
{
if (draggedSlot != this) return;
if (ghostObject != null) ghostObject.transform.position = eventData.position;
}
/// <summary>
/// Ends the drag: hides the ghost and restores the source cell's opacity.
/// </summary>
public void OnEndDrag(PointerEventData eventData)
{
if (draggedSlot != this) return;
if (ghostObject != null) ghostObject.SetActive(false);
Color c = iconImage.color;
c.a = 1f;
iconImage.color = c;
draggedSlot = null;
}
/// <summary>
/// Drop target: hands the dragged cell and this cell to the window to route the transfer.
/// </summary>
public void OnDrop(PointerEventData eventData)
{
if (draggedSlot == null || draggedSlot == this) return;
if (owner != null) owner.HandleTransfer(draggedSlot, this);
}
/// <summary>
/// Right-click: quick-transfers this cell to the other container (deposit or withdraw).
/// </summary>
public void OnPointerClick(PointerEventData eventData)
{
if (eventData.dragging) return;
if (eventData.button == PointerEventData.InputButton.Right && owner != null)
owner.HandleQuickTransfer(this);
}
#endregion
#region Internal Helpers
/// <summary>
/// Whether this cell currently holds an item in its container.
/// </summary>
private bool HasItem()
{
if (container == ChestSlotContainer.Inventory)
{
PlayerInventory inv = PlayerInventory.Instance;
InventorySlot s = inv != null ? inv.GetSlot(index) : null;
return s != null && !s.IsEmpty;
}
return owner != null && owner.Chest != null && owner.Chest.TryGetSlot(index, out _, out _, out _);
}
#endregion
}
}