Better status icon system

This commit is contained in:
henriquenakashima 2020-10-09 22:34:13 -04:00
parent 31cb8fe4c0
commit 515602b670
13 changed files with 464 additions and 250 deletions

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@ -1,3 +1,4 @@
public enum BattleStatus {
None,
Stun,
}

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@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class StatusIconUI : MonoBehaviour
{
public Image backgroundImage;
public Image statusImage;
public Text turnsText;
private BattleStatus status;
public void Init(BattleStatus status) {
this.status = status;
Sprite sprite = Resources.Load<Sprite>(GetStatusResourcePath(status));
this.statusImage.sprite = sprite;
}
private static string GetStatusResourcePath(BattleStatus status) {
return "BattleIcons/StatusIcon" + status;
}
public void SetAmount(int amount, int index) {
this.turnsText.text = "" + amount;
this.transform.localPosition = new Vector2(-index * 22, 0);
}
}

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@ -1,25 +1,27 @@
using System.Collections;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class StatusUI : MonoBehaviour
{
public Image backgroundImage;
public Image stunImage;
public Text turnsText;
public StatusIconUI iconPrefab;
private BattleParticipant battleParticipant;
private Dictionary<BattleStatus, StatusIconUI> icons;
public void Init(BattleParticipant battleParticipant) {
this.battleParticipant = battleParticipant;
this.icons = new Dictionary<BattleStatus, StatusIconUI>();
this.battleParticipant.OnStatusChanged += this.NotifyBattleStatusChanged;
}
// Start is called before the first frame update
void Start()
{
void Start() {
UpdateAppearance();
}
@ -32,16 +34,28 @@ public class StatusUI : MonoBehaviour
}
private void UpdateAppearance() {
int statusCount = 0;
if (battleParticipant.HasStatus(BattleStatus.Stun)) {
statusCount++;
this.stunImage.enabled = true;
this.turnsText.enabled = true;
this.turnsText.text = "" + battleParticipant.GetStatusAmount(BattleStatus.Stun);
} else {
this.stunImage.enabled = false;
this.turnsText.enabled = false;
int index = 0;
foreach (BattleStatus status in Enum.GetValues(typeof(BattleStatus)).Cast<BattleStatus>()) {
if (status == BattleStatus.None) {
continue;
}
StatusIconUI iconUI = null;
this.icons.TryGetValue(status, out iconUI);
if (this.battleParticipant.HasStatus(status)) {
if (iconUI == null) {
iconUI = Instantiate(this.iconPrefab.gameObject, this.transform).GetComponent<StatusIconUI>();
iconUI.Init(status);
this.icons[status] = iconUI;
}
iconUI.SetAmount(this.battleParticipant.GetStatusAmount(status), index);
index++;
} else {
if (iconUI != null) {
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this.icons.Remove(status);
}
}
}
this.backgroundImage.enabled = (statusCount > 0);
}
}

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@ -11,6 +11,7 @@ Battle
- Make Enchantments be dropped as an effect like Defaults
- No need to start coroutine for targeting
- Indicate which Default is triggering
- Merge BattleClock with BattleState
Story
- Make dialogue show letter by letter.