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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PanelPropBar : PanelBase
{
public PropWidget m_PropTempalte;
public UISimpleGrid m_PropGrid;
public Text m_TextName;
private List<PropWidget> m_Props = new List<PropWidget>();
private int m_CurrentIndex = 0;
public override void Set(object param)
{
for(int i = 0; i < PlayerManager.Instance.props.Count; ++i)
{
PropWidget widget = MakePropWidget(PlayerManager.Instance.props[i]);
m_Props.Add(widget);
}
SelectPropWidget(0);
}
bool SwitchToLeft()
{
return Input.GetButtonDown("LeftProp");
}
bool SwitchToRight()
{
return Input.GetButtonDown("RightProp");
}
bool UseProp()
{
return Input.GetButtonDown("Fire3");
}
PropWidget MakePropWidget(PropBase prop)
{
PropWidget widget = Instantiate<PropWidget>(m_PropTempalte);
widget.transform.SetParent(m_PropGrid.transform);
widget.gameObject.SetActive(true);
widget.GetComponent<RectTransform>().anchoredPosition = new Vector2(0, 0);
#if UNITY_EDITOR
widget.name = "prop (" + prop.name + ")";
#endif
PropWidgetParam param = new PropWidgetParam();
//param.onSelected = OnSelectPropWidget;
param.prop = prop;
widget.Set(param);
return widget;
}
protected override void Update()
{
if (SwitchToLeft())
{
int newIndex = Mathf.Clamp(m_CurrentIndex - 1, 0, m_Props.Count - 1);
SelectPropWidget(newIndex);
}
if (SwitchToRight())
{
int newIndex = Mathf.Clamp(m_CurrentIndex + 1, 0, m_Props.Count - 1);
SelectPropWidget(newIndex);
}
if (UseProp())
{
m_Props[m_CurrentIndex].OnUseCallback();
PlayerManager.Instance.UseProp(m_Props[m_CurrentIndex].prop);
}
}
void SelectPropWidget(int index)
{
if(index < 0 || index > m_Props.Count - 1)
{
return ;
}
m_Props[m_CurrentIndex].OnDeselectCallback();
m_Props[index].OnSelectCallback();
m_TextName.text = m_Props[index].prop.name;
m_TextName.gameObject.SetActive(false);
m_CurrentIndex = index;
}
}
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