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GadgetManager.cs 1.83 KiB
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    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    
    public class GadgetManager : MonoBehaviour
    {
        public GameObject GadgetUI;
    
        public static Gadget activeGadget;
        public static Gadget[] gadgets;
    
    
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        // Start is called before the first frame update
        void Start()
        {
            CommunicationEvents.ToolModeChangedEvent.AddListener(OnToolModeChanged);
    
            gadgets = GetComponentsInChildren<Gadget>();
    
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            Debug.Log(gadgets.Length);
    
            for (int i = 0; i < gadgets.Length; i++) {
                gadgets[i].id = i;
                //Create Buttons and add them to UI
                CreateButton(gadgets[i]);
    
                if (i == 0)
                {
                    gadgets[i].gameObject.SetActive(true);
                    activeGadget = gadgets[i];
                }
                else {
                    gadgets[i].gameObject.SetActive(false);
                }
    
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            }
    
    
            //Activate UI (using buttons)
    
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            GadgetUI.GetComponent<ToolModeSelector>().enabled = true;
        }
    
        public void CreateButton(Gadget gadget)
        {
            var button = GameObject.Instantiate(Resources.Load("Prefabs/GadgetButton") as GameObject);
            button.GetComponent<Image>().sprite = gadget.Sprite;
            button.transform.SetParent(GadgetUI.transform);
            var uiRect = GadgetUI.GetComponent<RectTransform>().rect;
            var buttonRect = button.GetComponent<RectTransform>().rect;
            button.transform.localPosition = Vector2.right*(-.5f * uiRect.width //left border
                + buttonRect.width * .75f //border distance including button width
    
                + buttonRect.width * 1.5f * gadget.id); //offset
    
        public void OnToolModeChanged(int id)
    
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        {
    
            activeGadget.gameObject.SetActive(false);
            activeGadget = gadgets[id];
            activeGadget.gameObject.SetActive(true);