mixedcards/Assets/Battle/BattlePlayerControls.cs
2020-09-20 14:12:04 -04:00

144 lines
4.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class BattlePlayerControls : MonoBehaviour
{
// TODO: Draw enemy permanents
public BattleController battleController;
public GameObject uiCanvas;
public GameObject cardPrefab;
public delegate void CardUsedAction(HeroCard card);
public event CardUsedAction OnCardUsed;
public delegate void TurnPassedAction();
public event TurnPassedAction OnTurnPassed;
private BattleDeck<HeroCard> heroDeck;
private BattleDeck<MonsterCard> monsterDeck;
private PlayArea playArea;
private HeroHandControls heroHandControls;
private Dictionary<BaseCard, GameObject> cardsInPlayUIs;
public void Init(
BattleDeck<HeroCard> heroDeck, BattleDeck<MonsterCard> monsterDeck, PlayArea playArea) {
this.heroDeck = heroDeck;
this.monsterDeck = monsterDeck;
this.playArea = playArea;
this.heroHandControls = new HeroHandControls(this, this.uiCanvas, this.cardPrefab);
this.heroHandControls.OnCardClicked += OnCardClicked;
this.cardsInPlayUIs = new Dictionary<BaseCard, GameObject>();
}
// Start is called before the first frame update
void Start()
{
NotifyPlayAreaChanged();
this.playArea.OnPlayAreaChanged += NotifyPlayAreaChanged;
}
// Update is called once per frame
void Update()
{
}
private void SetMonsterHand(List<MonsterCard> hand) {
// TODO
}
private void OnCardClicked(HeroCard card) {
if (this.singleTargeting == null) {
if (this.battleController.CanUseHeroCard(card)) {
OnCardUsed(card);
}
}
}
private SingleTargeting singleTargeting;
public IEnumerator ChooseTarget(SingleTargeting targeting) {
this.singleTargeting = targeting;
yield return this.singleTargeting.ChooseTarget();
this.singleTargeting = null;
}
public void NotifyParticipantSpriteClicked(BattleParticipant participant) {
if (this.singleTargeting != null) {
this.singleTargeting.NotifyParticipantSpriteClicked(participant);
}
}
public void PassTurnButtonClicked() {
if (this.singleTargeting == null) {
OnTurnPassed();
}
}
public bool CouldTarget(BattleParticipant participant) {
return this.singleTargeting != null && this.singleTargeting.CanTarget(participant);
}
public void NotifyHeroHandPileChanged() {
this.heroHandControls.SetHeroHand(this.heroDeck.GetHandPile().ToList());
}
public void NotifyMonsterHandPileChanged() {
SetMonsterHand(this.monsterDeck.GetHandPile().ToList());
}
private void NotifyPlayAreaChanged() {
DestroyCardsThatLeftPlayArea();
CreateCardsThatEnteredPlayArea();
RepositionCardsInPlayArea();
}
private void DestroyCardsThatLeftPlayArea() {
List<BaseCard> cardsToRemove = new List<BaseCard>();
foreach (KeyValuePair<BaseCard, GameObject> pair in this.cardsInPlayUIs) {
if (!this.playArea.GetHeroPermanents().Contains(pair.Key)) {
Destroy(pair.Value);
cardsToRemove.Add(pair.Key);
}
}
foreach (BaseCard cardToRemove in cardsToRemove) {
this.cardsInPlayUIs.Remove(cardToRemove);
}
}
private void CreateCardsThatEnteredPlayArea() {
foreach (BaseCard card in this.playArea.GetHeroPermanents()) {
if (!this.cardsInPlayUIs.ContainsKey(card)) {
GameObject cardUI = Instantiate(this.cardPrefab, this.uiCanvas.transform);
// Leave position to be set by RepositionCardsInPlayArea();
cardUI.GetComponent<CardUI>().Init(card);
this.cardsInPlayUIs.Add(card, cardUI);
}
}
}
private void RepositionCardsInPlayArea() {
List<BaseCard> permanentList = this.playArea.GetHeroPermanents();
for (int i = 0; i < permanentList.Count; i++) {
BaseCard card = permanentList[i];
GameObject cardUI = this.cardsInPlayUIs[card];
cardUI.transform.position = CalculatePlayAreaCardPosition(i, permanentList.Count);
}
}
private Vector3 CalculatePlayAreaCardPosition(int index, int count) {
const int SPACING = 8;
const int DELTA = BattleCardPrefabConstants.CARD_HEIGHT + SPACING;
const int PADDING = 8;
return new Vector3(PADDING + BattleCardPrefabConstants.CARD_WIDTH / 2,
Screen.height - PADDING - DELTA * index - BattleCardPrefabConstants.CARD_HEIGHT / 2,
0);
}
}