Files
Darklings-FightingGame/Assets/_Project/Scripts/UIScripts/MenuScripts/TrainingMenu.cs
2022-04-24 17:17:48 +02:00

320 lines
6.8 KiB
C#

using Demonics.UI;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class TrainingMenu : BaseMenu
{
[SerializeField] private GameObject _p1 = default;
[SerializeField] private GameObject _p2 = default;
[SerializeField] private InputHistory _inputHistoryOne = default;
[SerializeField] private InputHistory _inputHistoryTwo = default;
[SerializeField] private TextMeshProUGUI _startupOneText = default;
[SerializeField] private TextMeshProUGUI _activeOneText = default;
[SerializeField] private TextMeshProUGUI _recoveryOneText = default;
[SerializeField] private TextMeshProUGUI _hitTypeOneText = default;
[SerializeField] private TextMeshProUGUI _startupTwoText = default;
[SerializeField] private TextMeshProUGUI _activeTwoText = default;
[SerializeField] private TextMeshProUGUI _recoveryTwoText = default;
[SerializeField] private TextMeshProUGUI _hitTypeTwoText = default;
[SerializeField] private Canvas[] _uiCanvases = default;
[SerializeField] private RectTransform _scrollView = default;
[SerializeField] private BaseMenu _trainingPauseMenu = default;
[SerializeField] private PauseMenu _pauseMenu = default;
[SerializeField] private TrainingSubOption[] _trainingSubOptions = default;
[Header("Selectors")]
private int _currentTrainingSubOptionIndex;
void Update()
{
if (Input.GetButtonDown(_pauseMenu.PauseControllerType + "UILeft"))
{
if (_currentTrainingSubOptionIndex == 0)
{
_currentTrainingSubOptionIndex = _trainingSubOptions.Length - 1;
}
else
{
_currentTrainingSubOptionIndex--;
}
for (int i = 0; i < _trainingSubOptions.Length; i++)
{
if (i != _currentTrainingSubOptionIndex)
{
_trainingSubOptions[i].Disable();
}
}
_trainingSubOptions[_currentTrainingSubOptionIndex].Activate();
}
if (Input.GetButtonDown(_pauseMenu.PauseControllerType + "UIRight"))
{
if (_currentTrainingSubOptionIndex == _trainingSubOptions.Length - 1)
{
_currentTrainingSubOptionIndex = 0;
}
else
{
_currentTrainingSubOptionIndex++;
}
for (int i = 0; i < _trainingSubOptions.Length; i++)
{
if (i != _currentTrainingSubOptionIndex)
{
_trainingSubOptions[i].Disable();
}
}
_trainingSubOptions[_currentTrainingSubOptionIndex].Activate();
}
}
public void SetHitboxes(int value)
{
if (value == 1)
{
TrainingSettings.ShowHitboxes = true;
}
else
{
TrainingSettings.ShowHitboxes = false;
}
}
public void SetSlowdown(int value)
{
switch (value)
{
case 0:
GameManager.Instance.GameSpeed = 1.0f;
break;
case 1:
GameManager.Instance.GameSpeed = 0.75f;
break;
case 2:
GameManager.Instance.GameSpeed = 0.5f;
break;
case 3:
GameManager.Instance.GameSpeed = 0.25f;
break;
case 4:
GameManager.Instance.GameSpeed = 0.10f;
break;
}
}
public void SetCpu(int value)
{
switch (value)
{
case 0:
GameManager.Instance.IsCpuOff = true;
GameManager.Instance.DeactivateCpus();
break;
case 1:
GameManager.Instance.IsCpuOff = false;
GameManager.Instance.DeactivateCpus();
GameManager.Instance.ActivateCpus();
break;
}
}
public void SetArcana(int value)
{
switch (value)
{
case 0:
GameManager.Instance.InfiniteArcana = false;
break;
case 1:
GameManager.Instance.InfiniteArcana = true;
break;
}
}
public void SetAssist(int value)
{
switch (value)
{
case 0:
GameManager.Instance.InfiniteAssist = false;
break;
case 1:
GameManager.Instance.InfiniteAssist = true;
break;
}
}
public void SetStance(int value)
{
switch (value)
{
case 0:
TrainingSettings.Stance = 0;
break;
case 1:
TrainingSettings.Stance = 1;
break;
case 2:
TrainingSettings.Stance = 2;
break;
}
}
public void SetHealth(int value)
{
switch (value)
{
case 0:
GameManager.Instance.InfiniteHealth = false;
break;
case 1:
GameManager.Instance.MaxHealths();
GameManager.Instance.InfiniteHealth = true;
break;
}
}
public void SetUI(int value)
{
switch (value)
{
case 0:
for (int i = 0; i < _uiCanvases.Length; i++)
{
_uiCanvases[i].enabled = true;
}
break;
case 1:
for (int i = 0; i < _uiCanvases.Length; i++)
{
_uiCanvases[i].enabled = false;
}
break;
}
}
public void SetFramedata(int value)
{
switch (value)
{
case 0:
_p1.SetActive(false);
_p2.SetActive(false);
break;
case 1:
_p1.SetActive(true);
_p2.SetActive(false);
break;
case 2:
_p1.SetActive(false);
_p2.SetActive(true);
break;
case 3:
_p1.SetActive(true);
_p2.SetActive(true);
break;
}
}
public void FramedataValue(bool isPlayerOne, AttackSO attack)
{
if (isPlayerOne)
{
if (_startupOneText.gameObject.activeSelf)
{
_startupOneText.text = attack.startUpFrames.ToString();
}
if (_activeOneText.gameObject.activeSelf)
{
_activeOneText.text = attack.activeFrames.ToString();
}
if (_recoveryOneText.gameObject.activeSelf)
{
_recoveryOneText.text = attack.recoveryFrames.ToString();
}
if (_hitTypeOneText.gameObject.activeSelf)
{
_hitTypeOneText.text = attack.attackTypeEnum.ToString();
}
}
else
{
if (_startupTwoText.gameObject.activeSelf)
{
_startupTwoText.text = attack.startUpFrames.ToString();
}
if (_activeTwoText.gameObject.activeSelf)
{
_activeTwoText.text = attack.activeFrames.ToString();
}
if (_recoveryTwoText.gameObject.activeSelf)
{
_recoveryTwoText.text = attack.recoveryFrames.ToString();
}
if (_hitTypeTwoText.gameObject.activeSelf)
{
_hitTypeTwoText.text = attack.attackTypeEnum.ToString();
}
}
}
public void SetInputHistory(int value)
{
switch (value)
{
case 0:
_inputHistoryOne.gameObject.SetActive(false);
_inputHistoryTwo.gameObject.SetActive(false);
break;
case 1:
_inputHistoryOne.gameObject.SetActive(true);
_inputHistoryTwo.gameObject.SetActive(true);
break;
}
}
public void SetBlock(int value)
{
switch (value)
{
case 0:
TrainingSettings.BlockAlways = false;
break;
case 1:
TrainingSettings.BlockAlways = true;
break;
}
}
public void SetOnHit(int value)
{
switch (value)
{
case 0:
TrainingSettings.OnHit = false;
break;
case 1:
TrainingSettings.OnHit = true;
break;
}
}
public void ResetTrainingOptions()
{
TrainingSettings.ShowHitboxes = false;
GameManager.Instance.InfiniteHealth = false;
GameManager.Instance.InfiniteArcana = false;
GameManager.Instance.GameSpeed = 1.0f;
GameManager.Instance.ActivateCpus();
}
public void HideMenu()
{
_startingOption = EventSystem.current.currentSelectedGameObject.GetComponent<Selectable>();
OpenMenuHideCurrent(_trainingPauseMenu);
}
}