using System; using System.Collections; using System.Collections.Generic; using Interaction; using TMPro; using UnityEngine; using UnityEngine.Serialization; using UnityEngine.UI; public class UiController : MonoBehaviour { [FormerlySerializedAs("_pickupper")] [Header("Objects")] [SerializeField] private InteractionHandler interactionHandler; [Header("UI Elements")] [SerializeField] private GameObject _actionDisplay; [SerializeField] private TextMeshProUGUI _actionText; [SerializeField] private Button _prevActionButton; [SerializeField] private Button _nextActionButton; [SerializeField] private Image _progressBarImage; [SerializeField] private Image _progressBarBorder; [SerializeField] private TextMeshProUGUI _progressText; [SerializeField] private TextMeshProUGUI _deadlineText; [SerializeField] private TextMeshProUGUI _currentDateText; [SerializeField] private TextMeshProUGUI _predictedEndText; [SerializeField] private Gradient _deadlineTextColors; void Update() { UpdateActionDisplay(); 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); } private void UpdateActionDisplay() { bool show = interactionHandler.InteractionsInRange.Count > 0; _actionDisplay.SetActive(show); if (!show) return; 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; } //_prevActionButton.interactable = _pickupper.CanSelectPrevious; //_nextActionButton.interactable = _pickupper.CanSelectNext; } }