Files
2026-02-21 16:45:37 +08:00

169 lines
4.1 KiB
C#

using System.Collections.Generic;
using UIWidgets;
using UnityEngine;
using UnityEngine.UI;
namespace UIWidgetsSamples.Shops
{
public class JRPGShop : MonoBehaviour
{
private Trader Shop;
[SerializeField]
private TraderListView ShopItems;
[SerializeField]
private Button BuyButton;
[SerializeField]
private Text ShopTotal;
private Trader Player;
[SerializeField]
private TraderListView PlayerItems;
[SerializeField]
private Button SellButton;
[SerializeField]
private Text PlayerMoney;
[SerializeField]
private Text PlayerTotal;
private void Start()
{
Shop = new Trader();
Player = new Trader();
Init();
BuyButton.onClick.AddListener(Buy);
SellButton.onClick.AddListener(Sell);
Shop.OnItemsChange += UpdateShopItems;
Player.OnItemsChange += UpdatePlayerItems;
Player.OnMoneyChange += UpdatePlayerMoneyInfo;
UpdateShopItems();
UpdatePlayerItems();
UpdatePlayerMoneyInfo();
}
public void Init()
{
Shop.Money = -1;
Shop.PriceFactor = 1f;
Shop.Inventory.Clear();
List<Item> list = new List<Item>();
list.Add(new Item("Sword", 10));
list.Add(new Item("Short Sword", 5));
list.Add(new Item("Long Sword", 5));
list.Add(new Item("Knife", -1));
list.Add(new Item("Dagger", -1));
list.Add(new Item("Hammer", -1));
list.Add(new Item("Shield", -1));
list.Add(new Item("Leather Armor", 3));
list.Add(new Item("Ring", 2));
list.Add(new Item("Bow", -1));
list.Add(new Item("Crossbow", -1));
list.Add(new Item("HP Potion", -1));
list.Add(new Item("Mana Potion", -1));
list.Add(new Item("HP UP", 10));
list.Add(new Item("Mana UP", 10));
List<Item> items = list;
Shop.Inventory.AddRange(items);
Player.Money = 2000;
Player.PriceFactor = 0.5f;
Player.Inventory.Clear();
list = new List<Item>();
list.Add(new Item("Stick", 1));
list.Add(new Item("Sword", 1));
list.Add(new Item("HP Potion", 5));
list.Add(new Item("Mana Potion", 5));
List<Item> items2 = list;
Player.Inventory.AddRange(items2);
}
public void UpdateShopTotal()
{
JRPGOrder jRPGOrder = new JRPGOrder(ShopItems.DataSource);
ShopTotal.text = jRPGOrder.Total().ToString();
}
public void UpdatePlayerTotal()
{
JRPGOrder jRPGOrder = new JRPGOrder(PlayerItems.DataSource);
PlayerTotal.text = jRPGOrder.Total().ToString();
}
private ObservableList<JRPGOrderLine> CreateOrderLines(Trader trader)
{
return trader.Inventory.Convert((Item item) => new JRPGOrderLine(item, Prices.GetPrice(item, trader.PriceFactor)));
}
private void UpdateShopItems()
{
ShopItems.DataSource = CreateOrderLines(Shop);
}
private void UpdatePlayerItems()
{
PlayerItems.DataSource = CreateOrderLines(Player);
}
private void UpdatePlayerMoneyInfo()
{
PlayerMoney.text = Player.Money.ToString();
}
private void Buy()
{
JRPGOrder jRPGOrder = new JRPGOrder(ShopItems.DataSource);
if (Player.CanBuy(jRPGOrder))
{
Shop.Sell(jRPGOrder);
Player.Buy(jRPGOrder);
}
else
{
string message = string.Format("Not enough money to buy items. Available: {0}; Required: {1}", Player.Money, jRPGOrder.Total());
Notify.Template("NotifyTemplateSimple").Show(message, 3f, null, null, null, null, NotifySequence.First, 0.3f, true);
}
}
private void Sell()
{
JRPGOrder jRPGOrder = new JRPGOrder(PlayerItems.DataSource);
if (Shop.CanBuy(jRPGOrder))
{
Shop.Buy(jRPGOrder);
Player.Sell(jRPGOrder);
}
else
{
string message = string.Format("Not enough money in shop to sell items. Available: {0}; Required: {1}", Shop.Money, jRPGOrder.Total());
Notify.Template("NotifyTemplateSimple").Show(message, 3f, null, null, null, null, NotifySequence.First, 0.3f, true);
}
}
private void OnDestroy()
{
if (BuyButton != null)
{
BuyButton.onClick.RemoveListener(Buy);
}
if (SellButton != null)
{
SellButton.onClick.RemoveListener(Sell);
}
if (Shop != null)
{
Shop.OnItemsChange -= UpdateShopItems;
}
if (Player != null)
{
Player.OnItemsChange -= UpdatePlayerItems;
Player.OnMoneyChange -= UpdatePlayerMoneyInfo;
}
}
}
}