BITFALL/Assets/Artists/Scripts/UX/UXEquipSelector.cs

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using System;
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using System.Collections;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
using UnityEngine;
using BITKit;
using BITKit.Entities;
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using BITKit.Entities.Player;
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using BITKit.UX;
using RotaryHeart.Lib.SerializableDictionary;
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using UnityEngine.Playables;
using UnityEngine.UIElements;
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namespace BITFALL
{
public class UXEquipSelector : MonoBehaviour,IEquipSelectorCallback
{
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[SerializeReference,SubclassSelector] private IPlayerService playerService;
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[SerializeField]
private SerializableDictionaryBase<int, UXImage> dictionary = new();
[SerializeField] private UXImage currentUXEquip;
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private readonly ConcurrentDictionary<int,IBasicItem> cache=new();
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public void OnEquip(IBasicItem item)
{
var assets = item.GetAssetable();
currentUXEquip.SetTexture(assets.RectangleIcon);
}
public void OnDeEquip(IBasicItem item)
{
currentUXEquip.SetTexture(null);
}
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public void OnUpdateEquip(IDictionary<int, IBasicItem> maps)
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{
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cache.Clear();
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foreach (var x in dictionary)
{
var image = x.Value;
if (maps.TryGetValue(x.Key, out var item))
{
var asset = item.GetAssetable();
image.SetTexture(asset.RectangleIcon);
}
else
{
image.SetTexture(null);
}
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cache.TryAdd(x.Key, item);
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}
}
private void Start()
{
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playerService.OnPlayerInitialized += OnStartLocalPlayer;
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OnDeEquip(null);
}
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private void OnDestroy()
{
playerService.OnPlayerInitialized -= OnStartLocalPlayer;
}
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private void OnStartLocalPlayer(IEntity entity)
{
entity.RegisterCallback<IEquipSelectorCallback>(this);
}
}
}