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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class WeaveNavigator : MonoBehaviour
{
public GameObject TimeCounterNodeTemplate;
public RectTransform TimeCounterTransform;
public GameObject MartialSequenceNodeTemplate;
public RectTransform MartialSequenceTransform;
public GameObject RuneBindingSequenceNodeTemplate;
public RectTransform RuneBindingSequenceTransform;
readonly List<GameObject> _timeSequenceNodes = new();
readonly List<MartialSequenceClicker> _martialSequenceNodes = new();
readonly List<CombatMove> _martialSequence = new();
float _martialSequenceTime;
readonly List<RuneBindingSequenceClicker> _runeBindingSequenceNodes = new();
readonly List<Rune> _runeBindingSequence = new();
float _runeBindingSequenceTime;
public VerticalLayoutGroup scrollLayoutGroup;
void Awake() {
scrollLayoutGroup = GetComponentInChildren<VerticalLayoutGroup>();
}
void UpdateScrollLayoutGroup() {
scrollLayoutGroup.spacing += 0.01f;
if (scrollLayoutGroup.spacing > 0.01f) {
scrollLayoutGroup.spacing = 0f;
}
}
void UpdateTimeSequenceNodes() {
if (_martialSequenceTime > _timeSequenceNodes.Count) {
GameObject timeNode = Instantiate(TimeCounterNodeTemplate, TimeCounterTransform);
TextMeshProUGUI secLabel = timeNode.GetComponentInChildren<TextMeshProUGUI>();
secLabel.text = (_timeSequenceNodes.Count + 1).ToString();
_timeSequenceNodes.Add(timeNode);
timeNode.SetActive(true);
}
else if (_martialSequenceTime + 1 < _timeSequenceNodes.Count) {
GameObject timeNodeToRemove = _timeSequenceNodes[^1];
_timeSequenceNodes.RemoveAt(_timeSequenceNodes.Count - 1);
Destroy(timeNodeToRemove.gameObject);
}
}
void AddMoveToSequence(CombatMove move) {
GameObject combatMoveNode = Instantiate(MartialSequenceNodeTemplate, MartialSequenceTransform);
TextMeshProUGUI nameLabel = combatMoveNode.GetComponentInChildren<TextMeshProUGUI>();
MartialSequenceClicker martialSequenceClicker = combatMoveNode.GetComponent<MartialSequenceClicker>();
_martialSequenceNodes.Add(martialSequenceClicker);
_martialSequence.Add(move);
_martialSequenceTime += move.speed;
nameLabel.text = move.moveName;
combatMoveNode.SetActive(true);
UpdateTimeSequenceNodes();
UpdateScrollLayoutGroup();
}
void RemoveMoveFromSequence(int positionInSequence) {
_martialSequenceTime -= _martialSequence[positionInSequence].speed;
MartialSequenceClicker martialSequenceClicker = _martialSequenceNodes[positionInSequence];
_martialSequence.RemoveAt(positionInSequence);
_martialSequenceNodes.RemoveAt(positionInSequence);
martialSequenceClicker.gameObject.SetActive(false);
Destroy(martialSequenceClicker.gameObject);
UpdateTimeSequenceNodes();
UpdateScrollLayoutGroup();
}
void AddRuneToSequence(Rune rune) {
GameObject runeBindingNode = Instantiate(RuneBindingSequenceNodeTemplate, RuneBindingSequenceTransform);
TextMeshProUGUI nameLabel = runeBindingNode.GetComponentInChildren<TextMeshProUGUI>();
RuneBindingSequenceClicker runeBindingSequenceClicker = runeBindingNode.GetComponent<RuneBindingSequenceClicker>();
RectTransform runeBindingNodeTransform = runeBindingNode.GetComponent<RectTransform>();
_runeBindingSequenceNodes.Add(runeBindingSequenceClicker);
_runeBindingSequence.Add(rune);
_runeBindingSequenceTime += rune.speed;
runeBindingNodeTransform.sizeDelta *= rune.speed;
nameLabel.text = rune.name;
runeBindingNode.SetActive(true);
UpdateScrollLayoutGroup();
}
void RemoveRuneFromSequence(int positionInSequence) {
_runeBindingSequenceTime -= _runeBindingSequence[positionInSequence].speed;
RuneBindingSequenceClicker runeBindingSequenceClicker = _runeBindingSequenceNodes[positionInSequence];
_runeBindingSequence.RemoveAt(positionInSequence);
_runeBindingSequenceNodes.RemoveAt(positionInSequence);
Destroy(runeBindingSequenceClicker.gameObject);
UpdateScrollLayoutGroup();
}
public bool CanAddMove(CombatMove move) {
return move != null;
}
public bool CanRemoveMove(int positionInSequence) {
return (positionInSequence < _martialSequence.Count) &&
(_runeBindingSequenceTime <= _martialSequenceTime - _martialSequence[positionInSequence].speed + 0.01f);
}
public bool TryRemoveMove(MartialSequenceClicker clicker) {
int positionInSequence = _martialSequenceNodes.IndexOf(clicker);
bool moveRemovedFromSequence = false;
if (CanRemoveMove(positionInSequence)) {
RemoveMoveFromSequence(positionInSequence);
moveRemovedFromSequence = true;
}
return moveRemovedFromSequence;
}
public bool TryAddMove(CombatMove move) {
bool moveAddedToSequence = false;
if (CanAddMove(move)) {
AddMoveToSequence(move);
moveAddedToSequence = true;
}
return moveAddedToSequence;
}
public bool CanAddRune(Rune rune) {
return rune != null && _runeBindingSequenceTime + rune.speed <= _martialSequenceTime + 0.01f;
}
public bool CanRemoveRune(int positionInSequence) {
return positionInSequence < _runeBindingSequence.Count;
}
public bool TryRemoveRune(RuneBindingSequenceClicker clicker) {
int positionInSequence = _runeBindingSequenceNodes.IndexOf(clicker);
bool runeRemovedFromSequence = false;
if (CanRemoveRune(positionInSequence)) {
RemoveRuneFromSequence(positionInSequence);
runeRemovedFromSequence = true;
}
return runeRemovedFromSequence;
}
public bool TryAddRune(Rune rune) {
bool runeAddedToSequence = false;
if (CanAddRune(rune)) {
AddRuneToSequence(rune);
runeAddedToSequence = true;
}
return runeAddedToSequence;
}
}
public void onRuneLeftClicked(Image runeImage, string runeName, float runeCastTime)
{
this.runeImage.sprite = runeImage.sprite;
this.runeName.text = runeName;
this.runeCastTime.text = runeCastTime.ToString() + " Seconds";
public void OnRuneLeftClicked(Sprite runeSprite, Rune rune) {
runeImage.sprite = runeSprite;
runeName.text = rune.name;
runeCastTime.text = rune.speed.ToString() + " Seconds";
public void HandleRuneChoose() {
Image runeImage = transform.GetComponent<Image>();
runeGridParent.onRuneLeftClicked(gridLocation, runeImage, runeName, runeCastTime);
public void HandleRuneViewInfo() {
runeGridParent.OnRuneViewInfo(GridLocation);
}
public void HandleRuneAddToSequence() {
runeGridParent.OnRuneAddToSequence(GridLocation);
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class RuneBindingSequenceClicker : MonoBehaviour, IPointerClickHandler
{
[SerializeField] WeaveNavigator _weaveNavigator;
public void OnPointerClick(PointerEventData eventData) {
switch (eventData.button) {
case PointerEventData.InputButton.Left:
break;
case PointerEventData.InputButton.Right:
HandleRuneBindingSequenceNodeRemove();
break;
}
}
public void HandleRuneBindingSequenceNodeRemove() {
_weaveNavigator.TryRemoveRune(this);
}
}
private List<String> runeNames = new List<string>{"Jolt", "Flame", "Sand"};
private List<float> runeCastTimes = new List<float>{1.5f, 1.2f, 0.8f};
Outline currentSelected;
readonly List<Rune> runes = new() {
new Rune {name = "Jolt" , speed = 1.5f, manaCost = 10},
new Rune {name = "Flame", speed = 1.2f, manaCost = 10},
new Rune {name = "Sand" , speed = 0.8f, manaCost = 10},
};
readonly List<RuneClicker> gridItems = new();
bool _isSelected;
int _currentSelectedGridLocation;
private void Awake() {
_runeDescriptionUI = runeDescriptionCanvas.GetComponent<RuneDescriptionUI>();
}
private void populateGrid() {
for (int i = 0; i < runeSprites.Count; i++) {
Sprite runeSprite = runeSprites[i];
private void PopulateGrid() {
int count = 0;
foreach (var (sprite, rune) in runes.Zip(runeSprites, (r, s) => (sprite: s, rune: r))) {
if (runeImageObject.TryGetComponent<Image>(out var runeImage)) {
runeImage.sprite = runeSprite;
}
if (runeImageObject.TryGetComponent<RuneClicker>(out var runeClicker)) {
runeClicker.gridLocation = i;
runeClicker.runeName = runeNames[i];
runeClicker.runeCastTime = runeCastTimes[i];
if (runeImageObject.TryGetComponent<RuneClicker>(out var runeClicker) && runeImageObject.TryGetComponent<Image>(out var runeImage)) {
runeImage.sprite = sprite;
runeClicker.GridLocation = count;
gridItems.Add(runeClicker);
count++;
runeImageObject.SetActive(true);
public void onRuneLeftClicked(int gridLocation, Image runeImage, string runeName, float runeCastTime) {
if (currentSelected != null) {
currentSelected.enabled = false;
if (gridItems[_currentSelectedGridLocation].TryGetComponent<Outline>(out outline)) {
outline.enabled = true;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class MartialSequenceClicker : MonoBehaviour, IPointerClickHandler
{
[SerializeField] WeaveNavigator _weaveNavigator;
public void OnPointerClick(PointerEventData eventData) {
switch (eventData.button) {
case PointerEventData.InputButton.Left:
break;
case PointerEventData.InputButton.Right:
HandleMartialSequenceNodeRemove();
break;
}
}
public void HandleMartialSequenceNodeRemove() {
_weaveNavigator.TryRemoveMove(this);
}
}
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