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using System.Collections.Generic; | |||
using UnityEngine; | |||
namespace GWConquest | |||
{ | |||
public class FleetPanelUI : MonoBehaviour | |||
{ | |||
public GameObject FormationUIPrefab; | |||
public GameObject FormationParent; | |||
private Formation[] formations; | |||
private List<FormationUI> formationUIList = new List<FormationUI>(); | |||
public void SetFormations(Formation[] fs) | |||
{ | |||
formations = fs; | |||
UpdateUI(); | |||
} | |||
private void OnDisable() | |||
{ | |||
formations = null; | |||
} | |||
public void UpdateUI() | |||
{ | |||
foreach(FormationUI ui in formationUIList) | |||
{ | |||
Destroy(ui.gameObject); | |||
} | |||
formationUIList.Clear(); | |||
if(formations != null && formations.Length > 0) | |||
{ | |||
float yPos = 0; | |||
for (int i = 0; i < formations.Length; i++) | |||
{ | |||
GameObject go = Instantiate(FormationUIPrefab.gameObject); | |||
RectTransform rt = go.GetComponent<RectTransform>(); | |||
rt.SetParent(FormationParent.transform, false); | |||
rt.anchoredPosition = new Vector2(0, yPos); | |||
FormationUI ui = go.GetComponent<FormationUI>(); | |||
ui.FormationNameText.text = "Fleet " + (i + 1); | |||
ui.SetFormation(formations[i]); | |||
formationUIList.Add(ui); | |||
yPos += rt.sizeDelta.y; | |||
} | |||
} | |||
} | |||
} | |||
} |
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using System.Collections.Generic; | |||
using UnityEngine; | |||
using UnityEngine.UI; | |||
namespace GWConquest | |||
{ | |||
public class FormationUI : MonoBehaviour | |||
{ | |||
public Text FormationNameText; | |||
public GameObject UnitPanelPrefab; | |||
public float UnitPanelHeight; | |||
private Formation formation; | |||
private readonly List<GameObject> unitPanels = new List<GameObject>(); | |||
private class UnitClassEntry | |||
{ | |||
public UnitClass Class; | |||
public int Count; | |||
} | |||
public void SetFormation(Formation f) | |||
{ | |||
formation = f; | |||
UpdateUI(); | |||
} | |||
public void UpdateUI() | |||
{ | |||
foreach(GameObject go in unitPanels) | |||
{ | |||
Destroy(go); | |||
} | |||
unitPanels.Clear(); | |||
if(formation != null) | |||
{ | |||
Dictionary<UnitClass, UnitClassEntry> unitClassMap = new Dictionary<UnitClass, UnitClassEntry>(); | |||
foreach(Unit unit in formation.Units) | |||
{ | |||
if(unitClassMap.ContainsKey(unit.Class)) | |||
{ | |||
unitClassMap[unit.Class].Count++; | |||
} | |||
else | |||
{ | |||
unitClassMap[unit.Class] = new UnitClassEntry() { Class = unit.Class, Count = 1 }; | |||
} | |||
} | |||
List<UnitClassEntry> entries = new List<UnitClassEntry>(unitClassMap.Values); | |||
entries.Sort((e1, e2) => e2.Count - e1.Count); | |||
for(int i = 0; i < entries.Count; i++) | |||
{ | |||
UnitClass unitClass = entries[i].Class; | |||
int count = entries[i].Count; | |||
GameObject unitPanel = Instantiate(UnitPanelPrefab); | |||
RectTransform rt = unitPanel.GetComponent<RectTransform>(); | |||
rt.SetParent(transform, false); | |||
rt.anchoredPosition = new Vector2(0, -(i + 1) * UnitPanelHeight); | |||
rt.Find("Name").GetComponent<Text>().text = unitClass.FullName; | |||
rt.Find("Count").GetComponent<Text>().text = "x" + count; | |||
rt.Find("Icon").GetComponent<Image>().sprite = unitClass.Sprite; | |||
unitPanels.Add(unitPanel); | |||
} | |||
} | |||
GetComponent<RectTransform>().sizeDelta = new Vector2(0, (unitPanels.Count + 1) * UnitPanelHeight); | |||
} | |||
} | |||
} |
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