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QuickAccessBar.cs
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172 lines (151 loc) · 5.1 KB
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace ExtendedPlayerInventory
{
public class QuickAccessBar : MonoBehaviour
{
private void Update()
{
Player localPlayer = Player.m_localPlayer;
if (localPlayer && !InventoryGui.IsVisible() && !Menu.IsVisible() && !GameCamera.InFreeFly())
{
if (ZInput.GetButtonDown("JoyDPadLeft"))
{
m_selected = Mathf.Max(0, m_selected - 1);
}
if (ZInput.GetButtonDown("JoyDPadRight"))
{
m_selected = Mathf.Min(m_elements.Count - 1, m_selected + 1);
}
if (ZInput.GetButtonDown("JoyDPadUp"))
{
localPlayer.UseHotbarItem(m_selected + 1);
}
}
if (m_selected > m_elements.Count - 1)
{
m_selected = Mathf.Max(0, m_elements.Count - 1);
}
UpdateIcons(localPlayer);
}
private void UpdateIcons(Player player)
{
if (!player || player.IsDead())
{
foreach (ElementData elementData in m_elements)
{
Destroy(elementData.m_go);
}
m_elements.Clear();
return;
}
m_items.Clear();
Inventory inv = player.GetInventory();
if(inv.GetItemAt(5, inv.GetHeight() - 1) != null)
m_items.Add(inv.GetItemAt(5, inv.GetHeight() - 1));
if(inv.GetItemAt(6, inv.GetHeight() - 1) != null)
m_items.Add(inv.GetItemAt(6, inv.GetHeight() - 1));
if(inv.GetItemAt(7, inv.GetHeight() - 1) != null)
m_items.Add(inv.GetItemAt(7, inv.GetHeight() - 1));
m_items.Sort((ItemDrop.ItemData x, ItemDrop.ItemData y) => x.m_gridPos.x.CompareTo(y.m_gridPos.x));
int num = 0;
foreach (ItemDrop.ItemData itemData in m_items)
{
if (itemData.m_gridPos.x - 4 > num)
{
num = itemData.m_gridPos.x - 4;
}
}
if (m_elements.Count != num)
{
foreach (ElementData elementData in m_elements)
{
Destroy(elementData.m_go);
}
m_elements.Clear();
for (int i = 0; i < num; i++)
{
ElementData elementData = new ElementData();
elementData.m_go = Instantiate(m_elementPrefab, transform);
elementData.m_go.transform.localPosition = new Vector3(i * m_elementSpace, 0f, 0f);
elementData.m_go.transform.Find("binding").GetComponent<Text>().text = BepInExPlugin.hotkeys[i].Value;
elementData.m_icon = elementData.m_go.transform.transform.Find("icon").GetComponent<Image>();
elementData.m_durability = elementData.m_go.transform.Find("durability").GetComponent<GuiBar>();
elementData.m_amount = elementData.m_go.transform.Find("amount").GetComponent<Text>();
elementData.m_equiped = elementData.m_go.transform.Find("equiped").gameObject;
elementData.m_queued = elementData.m_go.transform.Find("queued").gameObject;
elementData.m_selection = elementData.m_go.transform.Find("selected").gameObject;
m_elements.Add(elementData);
}
}
foreach (ElementData elementData in m_elements)
{
elementData.m_used = false;
}
bool flag = ZInput.IsGamepadActive();
for (int j = 0; j < m_items.Count; j++)
{
ItemDrop.ItemData itemData2 = m_items[j];
ElementData elementData = m_elements[itemData2.m_gridPos.x - 5];
elementData.m_used = true;
elementData.m_icon.gameObject.SetActive(true);
elementData.m_icon.sprite = itemData2.GetIcon();
elementData.m_durability.gameObject.SetActive(itemData2.m_shared.m_useDurability);
if (itemData2.m_shared.m_useDurability)
{
if (itemData2.m_durability <= 0f)
{
elementData.m_durability.SetValue(1f);
elementData.m_durability.SetColor((Mathf.Sin(Time.time * 10f) > 0f) ? Color.red : new Color(0f, 0f, 0f, 0f));
}
else
{
elementData.m_durability.SetValue(itemData2.GetDurabilityPercentage());
elementData.m_durability.ResetColor();
}
}
elementData.m_equiped.SetActive(itemData2.m_equiped);
elementData.m_queued.SetActive(player.IsEquipActionQueued(itemData2));
if (itemData2.m_shared.m_maxStackSize > 1)
{
elementData.m_amount.gameObject.SetActive(true);
elementData.m_amount.text = itemData2.m_stack.ToString() + "/" + itemData2.m_shared.m_maxStackSize.ToString();
}
else
{
elementData.m_amount.gameObject.SetActive(false);
}
}
for (int k = 0; k < m_elements.Count; k++)
{
ElementData elementData = m_elements[k];
elementData.m_selection.SetActive(flag && k == m_selected);
if (!elementData.m_used)
{
elementData.m_icon.gameObject.SetActive(false);
elementData.m_durability.gameObject.SetActive(false);
elementData.m_equiped.SetActive(false);
elementData.m_queued.SetActive(false);
elementData.m_amount.gameObject.SetActive(false);
}
}
}
public GameObject m_elementPrefab;
public float m_elementSpace = 70f;
private int m_selected;
private List<ElementData> m_elements = new List<ElementData>();
private List<ItemDrop.ItemData> m_items = new List<ItemDrop.ItemData>();
private class ElementData
{
public bool m_used;
public GameObject m_go;
public Image m_icon;
public GuiBar m_durability;
public Text m_amount;
public GameObject m_equiped;
public GameObject m_queued;
public GameObject m_selection;
}
}
}