Add LevelUpHud and UpgradeManager components; implement upgrade selection UI and item management

This commit is contained in:
2025-07-12 17:57:55 +02:00
parent f29b258e06
commit df7462652f
12 changed files with 1155 additions and 1 deletions

View File

@@ -0,0 +1,101 @@
using System;
using System.Collections.Generic;
using Inventory;
using KBCore.Refs;
using Shop;
using Systems;
using UnityEngine;
namespace UI
{
public class LevelUpHud : MonoBehaviour
{
private List<UpgradeSlot> currentSlots = new();
private List<StatModifierItem> currentItemChoices = new();
private List<WeaponItem> currentWeaponChoices = new();
[SerializeField] private GameObject itemsContainer;
[SerializeField] private GameObject upgradeSlotPrefab;
[SerializeField] private int itemsCount = 3;
[SerializeField] private int weaponsCount = 2;
[SerializeField, Scene] private ShopManager shopManager;
[SerializeField, Scene] private UpgradeManager upgradeManager;
private void OnEnable()
{
Hide();
GameManager.Instance.Player.attributes.OnLevelUp += OnLevelUp;
}
private void OnDisable()
{
GameManager.Instance.Player.attributes.OnLevelUp -= OnLevelUp;
}
private void OnLevelUp()
{
Show();
}
private void Show()
{
Time.timeScale = 0f;
ClearSlots();
currentItemChoices = shopManager.DrawRandomItems(itemsCount);
currentWeaponChoices = shopManager.DrawRandomWeapons(weaponsCount);
foreach (var item in currentItemChoices)
{
var slot = Instantiate(upgradeSlotPrefab, itemsContainer.transform);
if (slot.TryGetComponent(out UpgradeSlot upgradeSlot))
{
upgradeSlot.Setup(item, upgradeManager);
currentSlots.Add(upgradeSlot);
}
}
foreach (var weapon in currentWeaponChoices)
{
var slot = Instantiate(upgradeSlotPrefab, itemsContainer.transform);
if (slot.TryGetComponent(out UpgradeSlot upgradeSlot))
{
upgradeSlot.Setup(weapon, upgradeManager);
currentSlots.Add(upgradeSlot);
}
}
itemsContainer.SetActive(true);
}
private void Hide()
{
Time.timeScale = 1f;
itemsContainer.SetActive(false);
ClearSlots();
}
private void ClearSlots()
{
foreach (Transform child in itemsContainer.transform) Destroy(child.gameObject);
currentSlots.Clear();
currentItemChoices.Clear();
currentWeaponChoices.Clear();
upgradeManager.SetHasSelectedUpgrade(false);
}
public void MarkAsSelected(ScriptableObject item)
{
foreach (var slot in currentSlots)
{
if (slot.MatchesItem(item))
{
slot.MarkAsSelected();
Hide();
return;
}
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 47a2be3e3bc54f28a2b304237375b073
timeCreated: 1752333303

View File

@@ -0,0 +1,54 @@
using Inventory;
using Shop;
using Systems;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace UI
{
public class UpgradeSlot : MonoBehaviour
{
private UpgradeManager upgradeManager;
private ScriptableObject item;
[SerializeField] private Image icon;
[SerializeField] private TextMeshProUGUI nameText;
[SerializeField] private TextMeshProUGUI descriptionText;
[SerializeField] private Button selectButton;
public void Setup(StatModifierItem item, UpgradeManager manager)
{
this.item = item;
upgradeManager = manager;
icon.sprite = item.icon;
nameText.text = item.name;
descriptionText.text = item.description;
selectButton.interactable = !upgradeManager.HasSelectedUpgrade;
selectButton.onClick.AddListener(() => upgradeManager.SelectUpgrade(item));
}
public void Setup(WeaponItem weapon, UpgradeManager manager)
{
item = weapon;
upgradeManager = manager;
icon.sprite = weapon.icon;
nameText.text = weapon.weaponName;
descriptionText.text = weapon.description;
selectButton.interactable = !upgradeManager.HasSelectedUpgrade;
selectButton.onClick.AddListener(() => upgradeManager.SelectUpgrade(weapon));
}
public bool MatchesItem(ScriptableObject item) => this.item == item;
public void MarkAsSelected()
{
selectButton.interactable = false;
selectButton.GetComponentInChildren<TextMeshProUGUI>().text = "Selected";
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 681d2399c12d499b900169ba083bdc62
timeCreated: 1752333873