mixedcards/Assets/Battle/UI/StatusUI.cs
2020-10-09 22:34:13 -04:00

61 lines
2 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class StatusUI : MonoBehaviour
{
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() {
UpdateAppearance();
}
public void NotifyBattleStatusChanged(BattleParticipant updatedParticipant) {
if (updatedParticipant != this.battleParticipant) {
throw new System.InvalidOperationException(
"NotifyBattleStatusChanged was notified about a different participant.");
}
UpdateAppearance();
}
private void UpdateAppearance() {
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) {
Destroy(iconUI.gameObject);
this.icons.Remove(status);
}
}
}
}
}