Repository URL to install this package:
|
Version:
2022.9.5 ▾
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/*
* Copyright 2016 Game Server Services, Inc. or its affiliates. All Rights
* Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License").
* You may not use this file except in compliance with the License.
* A copy of the License is located at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* or in the "license" file accompanying this file. This file is distributed
* on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either
* express or implied. See the License for the specific language governing
* permissions and limitations under the License.
*/
// ReSharper disable UnusedAutoPropertyAccessor.Global
// ReSharper disable UnusedAutoPropertyAccessor.Local
// ReSharper disable CheckNamespace
using System;
using System.Collections.Generic;
using System.Linq;
using Gs2.Unity.Gs2Inventory.Model;
using Gs2.Unity.Gs2Inventory.ScriptableObject;
using Gs2.Unity.UiKit.Gs2Inventory.Fetcher;
using UnityEngine;
using UnityEngine.Events;
namespace Gs2.Unity.UiKit.Gs2Inventory
{
[RequireComponent(typeof(Gs2InventoryItemListFetcher))]
[AddComponentMenu("GS2 UIKit/Inventory/Gs2InventoryItemListPrefab")]
public partial class Gs2InventoryItemListPrefab : MonoBehaviour
{
private readonly Dictionary<string, Gs2InventoryItemPrefab> _cache = new Dictionary<string, Gs2InventoryItemPrefab>();
public void Update()
{
if (_itemListFetcher.ItemModels != null)
{
void OnSelect(Gs2InventoryItemPrefab item)
{
onSelect.Invoke(item);
}
var activeNames = _itemListFetcher.ItemModels.Select(v => v.Name);
foreach (var instantiateName in _cache.Keys.ToList())
{
if (!activeNames.Contains(instantiateName))
{
_cache[instantiateName].OnSelect -= OnSelect;
Destroy(_cache[instantiateName].gameObject);
_cache.Remove(instantiateName);
onDeleteInventory.Invoke(instantiateName);
}
}
foreach (var itemModel in _itemListFetcher.ItemModels)
{
if (!_cache.ContainsKey(itemModel.Name))
{
var item = Instantiate(questPrefab, populateNode);
item.name = itemModel.Name;
item.Set(Inventory, itemModel.Name);
item.OnSelect += OnSelect;
_cache[itemModel.Name] = item;
onCreateInventory.Invoke(itemModel);
}
}
}
}
}
/// <summary>
/// Dependent components
/// </summary>
public partial class Gs2InventoryItemListPrefab
{
private Gs2InventoryItemListFetcher _itemListFetcher;
public void Awake()
{
_itemListFetcher = GetComponent<Gs2InventoryItemListFetcher>();
}
}
/// <summary>
/// Public properties
/// </summary>
public partial class Gs2InventoryItemListPrefab
{
public Inventory Inventory
{
get => _itemListFetcher.inventory;
set => _itemListFetcher.inventory = value;
}
}
/// <summary>
/// Parameters for Inspector
/// </summary>
public partial class Gs2InventoryItemListPrefab
{
public Gs2InventoryItemPrefab questPrefab;
public Transform populateNode;
}
/// <summary>
/// Event handlers
/// </summary>
public partial class Gs2InventoryItemListPrefab
{
[Serializable]
private class CreateInventoryEvent : UnityEvent<EzItemModel>
{
}
[SerializeField]
private CreateInventoryEvent onCreateInventory = new CreateInventoryEvent();
public event UnityAction<EzItemModel> OnCreateInventory
{
add => onCreateInventory.AddListener(value);
remove => onCreateInventory.RemoveListener(value);
}
[Serializable]
private class DeleteInventoryEvent : UnityEvent<string>
{
}
[SerializeField]
private DeleteInventoryEvent onDeleteInventory = new DeleteInventoryEvent();
public event UnityAction<string> OnDeleteInventory
{
add => onDeleteInventory.AddListener(value);
remove => onDeleteInventory.RemoveListener(value);
}
[Serializable]
private class SelectEvent : UnityEvent<Gs2InventoryItemPrefab>
{
}
[SerializeField]
private SelectEvent onSelect = new SelectEvent();
public event UnityAction<Gs2InventoryItemPrefab> OnSelect
{
add => onSelect.AddListener(value);
remove => onSelect.RemoveListener(value);
}
}
}