138 lines
3.7 KiB
C#
138 lines
3.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Core.Runtime;
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using Player.Runtime;
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using Quest.Runtime;
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using Quests.Runtime;
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using TMPro;
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using UnityEngine;
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namespace GameUI.Runtime
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{
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public class QuestsBoardPanel : BaseMonobehaviour
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{
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#region Publics
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public QuestFactoryDatabase _questFactoryDatabase;
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#endregion
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#region Unity API
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void OnEnable()
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{
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_player = GetFact<PlayerClass>(GameManager.Instance.Profile);
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}
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/*void Start()
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{
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foreach (var txt in GetComponentsInChildren<TMP_Text>())
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{
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txt.text = LocalizationSystem.Instance.GetLocalizedText(txt.text);
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}
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var factory = _questFactoryDatabase.GetFactoryForLevel(_player.GuildLevel);
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if (factory != null)
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{
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var availableTemplates = factory.questTemplates
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.Where(q => q.data.MinLevel <= _player.GuildLevel)
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.ToList();
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List<QuestClass> acceptedQuestNames = new List<QuestClass>();
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if (FactExists<List<QuestClass>>("quests", out _))
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{
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acceptedQuestNames = GetFact<List<QuestClass>>("quests");
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}
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foreach (var quest in availableTemplates)
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{
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if (acceptedQuestNames != null && acceptedQuestNames.Any(q => q.ID == quest.data.ID))
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continue;
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DisplayCard(quest);
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}
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}
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}*/
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void Start()
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{
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InitializeLocalization();
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List<QuestTemplate> availableTemplates = GetAvailableQuests();
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List<QuestClass> acceptedQuests = GetAcceptedQuests();
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DisplayAvailableQuests(availableTemplates, acceptedQuests);
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}
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#endregion
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#region Main Methods
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//
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#endregion
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#region Utils
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void InitializeLocalization()
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{
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foreach (var txt in GetComponentsInChildren<TMP_Text>())
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{
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txt.text = LocalizationSystem.Instance.GetLocalizedText(txt.text);
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}
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}
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List<QuestTemplate> GetAvailableQuests()
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{
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var factory = _questFactoryDatabase.GetFactoryForLevel(_player.GuildLevel);
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if (factory == null)
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return new List<QuestTemplate>();
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return factory.questTemplates
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.Where(q => q.data.MinLevel <= _player.GuildLevel)
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.ToList();
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}
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List<QuestClass> GetAcceptedQuests()
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{
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if (FactExists<List<QuestClass>>("quests", out _))
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{
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return GetFact<List<QuestClass>>("quests");
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}
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return new List<QuestClass>();
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}
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void DisplayAvailableQuests(List<QuestTemplate> availableTemplates, List<QuestClass> acceptedQuests)
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{
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foreach(var quest in availableTemplates)
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{
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if (acceptedQuests.Any(q => q.Name == quest.data.Name))
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continue;
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DisplayCard(quest);
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}
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}
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void DisplayCard(QuestTemplate quest)
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{
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GameObject GO = Instantiate(_questCardPrefab, _panel.transform);
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QuestCardUI card = GO.GetComponent<QuestCardUI>();
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card.Setup(quest.ToQuestClass(QuestStateEnum.Disponible));
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}
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#endregion
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#region Privates and Protected
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PlayerClass _player;
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[SerializeField] GameObject _panel;
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[SerializeField] GameObject _questCardPrefab;
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#endregion
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}
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}
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