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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class WeaponView : MonoBehaviour
{
[SerializeField] Transform weaponSelectUIPrefab;
void Start()
{
Clear();
PlayerKeyActions.OnUnitSelected += PlayerKeyActions_OnUnitSelected;
PartyMemberPortrait.OnPartyMemberSelected += PartyMemberPortrait_OnPartyMemberSelected;
}
private void Clear()
{
foreach (Transform weaponSelectUI in transform)
{
Destroy(weaponSelectUI.gameObject);
}
}
private void PlayerKeyActions_OnUnitSelected(object sender, UnitActionArgs unitSelectedArgs) {
Clear();
if ((unitSelectedArgs.unitTransform.GetComponent<PartyMember>() != null) && (unitSelectedArgs.unitTransform.TryGetComponent<Weaver>(out var weaver))) {
CreateWeaponSelectionButtons(weaver);
}
}
private void PartyMemberPortrait_OnPartyMemberSelected(object sender, PartyMemberSelectedArgs partyMemberSelectedArgs)
{
Clear();
if (partyMemberSelectedArgs.PartyMember.TryGetComponent<Weaver>(out var weaver)) {
CreateWeaponSelectionButtons(weaver);
}
}
private void CreateWeaponSelectionButtons(Weaver weaver) {
foreach (var weapon in weaver.GetWeaponsInInventory()) {
var weaponSelectUI = Instantiate(weaponSelectUIPrefab, transform).GetComponent<WeaponSelectUI>();
weaponSelectUI.SetWeapon(weapon);
}
}
private void OnDestroy() {
PlayerKeyActions.OnUnitSelected -= PlayerKeyActions_OnUnitSelected;
PartyMemberPortrait.OnPartyMemberSelected -= PartyMemberPortrait_OnPartyMemberSelected;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
public class WeaponSelectUI : MonoBehaviour
{
[SerializeField] TextMeshProUGUI weaponName;
public void SetWeapon(Weapon weapon) {
SetWeaponName(weapon.name);
}
private void SetWeaponName(string weaponName) {
this.weaponName.text = weaponName;
}
}
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