miepzerino
2025-03-30 d2ab30e7a69bfe7efda63ae75812207377917bd3
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using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
 
public class InventoryDisplay : MonoBehaviour
{
    private GameObject _playerGO;
    private Inventory inventory;
    public GameObject inventoryPanel;
    public GameObject itemContent;
    public GameObject itemUIPrefab;
 
    public List<GameObject> itemUIs = new List<GameObject>();
 
    public GameObject PlayerGO
    {
        get
        {
            if (_playerGO == null)
            {
                _playerGO = GameObject.Find("Player");
            }
            return _playerGO;
        }
        private set { _playerGO = value; }
    }
 
    private void Awake()
    {
        PlayerGO = GameObject.Find("Player");
        inventory = _playerGO.GetComponent<Inventory>();
        //originalRect = healthImage.rectTransform.rect;
    }
    private void OnEnable()
    {
        GameStateEvents.inventoryChanged += UpdateItemContentList;
    }
    private void OnDisable()
    {
        GameStateEvents.inventoryChanged -= UpdateItemContentList;
    }
 
 
    public void OnInventoryButtonPressed(InputAction.CallbackContext context)
    {
        //TODO: Delete this
        //if (context.started)
        //{
        //    ResumeOrPauseGame(GameManager.GameIsPaused);
        //}
        if (context.started)
        {
            inventoryPanel.SetActive(!inventoryPanel.activeSelf);
            if (inventoryPanel.activeSelf)
            {
                GenerateItemContentList();
            }
            else
            {
                ClearItemContentList();
            }
        }
    }
 
    //TODO: Delete this
    //private void ResumeOrPauseGame(bool resume)
    //{
    //    if (resume)
    //    {
    //        ResumeWithMenu();
    //    }
    //    else
    //    {
    //        PauseWithMenu();
    //    }
    //}
 
 
    //TODO: Delete this
    //private void ResumeWithMenu()
    //{
    //    GameManager.ResumeGame();
    //    inventoryPanel.SetActive(false);
    //    ClearItemContentList();
    //}
 
    //TODO: Delete this
    //private void PauseWithMenu()
    //{
    //    GameManager.PauseGame();
    //    inventoryPanel.SetActive(true);
    //    GenerateItemContentList();
    //}
 
    private void GenerateItemContentList()
    {
        inventory.items?.ForEach(slot =>
        {
            GameObject itemUI = Instantiate(itemUIPrefab, itemContent.transform);
            itemUI.transform.Find("ItemName").GetComponent<TextMeshProUGUI>().text = slot.item.itemName;
            itemUI.transform.Find("ItemQuantity").GetComponent<TextMeshProUGUI>().text = slot.quantity.ToString() + "x";
            itemUI.transform.Find("ItemIcon").GetComponent<Image>().sprite = slot.item.itemIcon;
            itemUIs.Add(itemUI);
        });
    }
 
    private void UpdateItemContentList()
    {
        // First, deactivate all existing itemUIs
        itemUIs.ForEach(itemUI => itemUI.SetActive(false));
 
        // Keep track of which UI elements we've used
        int currentIndex = 0;
 
        inventory.items.ForEach(slot =>
        {
            GameObject itemUI;
 
            // Reuse existing UI element if available
            if (currentIndex < itemUIs.Count)
            {
                itemUI = itemUIs[currentIndex];
                itemUI.SetActive(true);
            }
            else
            {
                // Create new UI element if needed
                itemUI = Instantiate(itemUIPrefab, itemContent.transform);
                itemUIs.Add(itemUI);
            }
 
            // Update the UI elements
            itemUI.transform.Find("ItemName").GetComponent<TextMeshProUGUI>().text = slot.item.itemName;
            itemUI.transform.Find("ItemQuantity").GetComponent<TextMeshProUGUI>().text = slot.quantity.ToString() + "x";
            itemUI.transform.Find("ItemIcon").GetComponent<Image>().sprite = slot.item.itemIcon;
 
            currentIndex++;
        });
 
        // Remove any excess UI elements
        if (currentIndex < itemUIs.Count)
        {
            for (int i = itemUIs.Count - 1; i >= currentIndex; i--)
            {
                Destroy(itemUIs[i]);
                itemUIs.RemoveAt(i);
            }
        }
    }
 
    private void ClearItemContentList()
    {
        itemUIs.ForEach(itemUI =>
        {
            Destroy(itemUI);
        });
        itemUIs.Clear();
    }
}