GameVsJam/3d Prototyp/Assets/Scripts/UiController.cs

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using System;
using System.Collections;
using System.Collections.Generic;
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using Interaction;
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using TMPro;
using UnityEngine;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
public class UiController : MonoBehaviour
{
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[FormerlySerializedAs("_pickupper")]
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[Header("Objects")]
[SerializeField]
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private InteractionHandler interactionHandler;
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[Header("UI Elements")]
[SerializeField]
private GameObject _actionDisplay;
[SerializeField]
private TextMeshProUGUI _actionText;
[SerializeField]
private Button _prevActionButton;
[SerializeField]
private Button _nextActionButton;
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[SerializeField]
private Image _progressBarImage;
[SerializeField]
private Image _progressBarBorder;
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[SerializeField] private TextMeshProUGUI _progressText;
[SerializeField] private TextMeshProUGUI _deadlineText;
[SerializeField] private TextMeshProUGUI _currentDateText;
[SerializeField] private TextMeshProUGUI _predictedEndText;
[SerializeField] private Gradient _deadlineTextColors;
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void Update()
{
UpdateActionDisplay();
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UpdateProgressBar();
UpdateDeadlineDateStuffTexts();
}
private void UpdateProgressBar()
{
Vector3 scale = _progressBarImage.rectTransform.localScale;
scale.x = (float)GameManager.Instance.GameProgress;
_progressBarImage.rectTransform.localScale = scale;
_progressBarImage.pixelsPerUnitMultiplier = _progressBarBorder.pixelsPerUnitMultiplier * scale.x;
_progressText.text = $"Entwicklungsfortschritt: {GameManager.Instance.GameProgress:##0%}";
}
private void UpdateDeadlineDateStuffTexts()
{
_currentDateText.text = $"Aktuelle Zeit: {TimeManager.Instance.CurrentDate: dddd dd.MM.yy hh U\\hr}";
_deadlineText.text = $"Deadline: {TimeManager.Instance.Deadline: dddd dd.MM.yy hh U\\hr}";
_predictedEndText.text = $"Vorraussichtlich fertig: {TimeManager.Instance.PredictedEndDate: dddd dd.MM.yy hh U\\hr}";
_predictedEndText.color = _deadlineTextColors.Evaluate(TimeManager.Instance.PredictedMissesDeadline ? 0.0f : 1.0f);
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}
private void UpdateActionDisplay()
{
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bool show = interactionHandler.InteractionsInRange.Count > 0;
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_actionDisplay.SetActive(show);
if (!show)
return;
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switch (interactionHandler.SelectedAction)
{
case PickupInteractible pickup:
_actionText.text = $"Hebe {pickup.Name} auf";
break;
case UseInteractible usable:
_actionText.text = usable.UseText;
break;
case GiveItemInteractible giveItem:
_actionText.text = $"Gebe {GameManager.Instance.Player.CarriedItem?.Name ?? "keinen Gegenstand"} an {giveItem.Developer.Name}";
break;
default:
_actionText.text = $"Unbekannte Aktion";
break;
// case InteractibleType.Use:
// _actionText.text = $"{_pickupper.Selected.Name} benutzen";
// break;
// case InteractibleType.Give:
// _actionText.text = $"An {_pickupper.Selected.Name} geben";
// break;
}
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//_prevActionButton.interactable = _pickupper.CanSelectPrevious;
//_nextActionButton.interactable = _pickupper.CanSelectNext;
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}
}