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1.6 KiB

using System.Collections;
using UnityEngine;
public class UICharSelection : UISceneLoader {
private UICharSelectionPortrait[] portraits;
void OnEnable(){
InputManager.onInputEvent += OnInputEvent;
}
void OnDisable() {
InputManager.onInputEvent += OnInputEvent;
}
void Start(){
//find all character portraits
portraits = GetComponentsInChildren<UICharSelectionPortrait>();
//select first portrait by default
GetComponentInChildren<UICharSelectionPortrait>().OnClick();
}
void OnInputEvent(string action, BUTTONSTATE buttonState){
//move left
if(action == "Left" && buttonState == BUTTONSTATE.PRESS) OnLeftButtonDown();
//move right
if(action == "Right" && buttonState == BUTTONSTATE.PRESS) OnRightButtonDown();
}
//select portrait on the left
void OnLeftButtonDown(){
int selectedPortrait = getSelectedPortrait();
portraits[selectedPortrait].Selected = false; //disable the current selection
if(selectedPortrait-1 >= 0) portraits[selectedPortrait-1].OnClick(); //select previous portrait
}
//select portrait on the right
void OnRightButtonDown(){
int selectedPortrait = getSelectedPortrait();
portraits[selectedPortrait].Selected = false; //disable the current selection
if(selectedPortrait+1 < portraits.Length) portraits[selectedPortrait+1].OnClick(); //select next portrait
}
//returns the index of the current selected portrait
int getSelectedPortrait(){
for(int i = 0; i < portraits.Length; i++) {
if(portraits[i].Selected) return i;
}
return 0;
}
//select a player
public void SelectPlayer(GameObject playerPrefab){
GlobalGameSettings.Player1Prefab = playerPrefab;
}
}