ProjectDDD/Assets/_DDD/_Scripts/GameUi/New/ItemSlotUi.cs
2025-07-28 20:33:04 +09:00

91 lines
2.9 KiB
C#

using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace DDD
{
public class ItemSlotUi : MonoBehaviour, IInventorySlotUi
{
[SerializeField] private Button _button;
[SerializeField] private Image _icon;
[SerializeField] private TextMeshProUGUI _countText;
[SerializeField] private Image _markImage;
public ItemViewModel Model { get; private set; }
private const string CheckNoSpriteKey = "CheckNo";
private const string CheckYesSpriteKey = "CheckYes";
private const string EmptyDrinkSpriteKey = "EmptyDrink";
private const string EmptyFoodSpriteKey = "EmptyFood";
public void Initialize(ItemViewModel model, RecipeType recipeType = RecipeType.None)
{
// TODO : 오늘의 메뉴에서 텍스트 출력 없애기
Model = model;
_button.onClick.RemoveAllListeners();
_button.onClick.AddListener(() =>
{
RestaurantEvents.ItemSlotSelectedEvent.Model = Model;
EventBus.Broadcast(RestaurantEvents.ItemSlotSelectedEvent);
});
if (Model != null)
{
_icon.sprite = model.ItemSprite;
_countText.text = model.Count.ToString();
EnableCountText();
_button.interactable = true;
}
else
{
if (recipeType == RecipeType.FoodRecipe)
{
SetEmptyFood();
}
else if (recipeType == RecipeType.DrinkRecipe)
{
SetEmptyDrink();
}
_countText.gameObject.SetActive(false);
_button.interactable = false;
}
}
public bool CanCraft()
{
return Model.Count > 0;
}
public void EnableCountText()
{
_countText.gameObject.SetActive(true);
_markImage.gameObject.SetActive(false);
}
public void EnableMarkImage()
{
// TODO : 추후에 현재 등록된 요리도구와 매칭되는지 체크
//_markImage.sprite = registered ? _checkSprite : _xSprite;
_countText.gameObject.SetActive(false);
_markImage.gameObject.SetActive(true);
}
public void SetEmptyFood()
{
_icon.sprite = DataManager.Instance.GetSprite(EmptyFoodSpriteKey);
_markImage.gameObject.SetActive(false);
_button.interactable = false;
}
public void SetEmptyDrink()
{
_icon.sprite = DataManager.Instance.GetSprite(EmptyDrinkSpriteKey);
_markImage.gameObject.SetActive(false);
_button.interactable = false;
}
public void SetActive(bool value) => gameObject.SetActive(value);
}
}