TravelEventUI.cs 8.7 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. /// <summary>
  4. /// Simple UI manager for displaying travel event messages
  5. /// Integrates with your existing UI system to show event popups
  6. /// </summary>
  7. public class TravelEventUI : MonoBehaviour
  8. {
  9. [Header("Event UI Settings")]
  10. public bool useDebugUI = true; // Use simple debug UI for now
  11. public float messageDisplayTime = 4f;
  12. public KeyCode dismissKey = KeyCode.Space;
  13. [Header("Event Message Queue")]
  14. public int maxQueuedMessages = 5;
  15. // Internal state
  16. private System.Collections.Generic.Queue<EventMessage> messageQueue = new System.Collections.Generic.Queue<EventMessage>();
  17. private bool isShowingMessage = false;
  18. private EventMessage currentMessage;
  19. private float messageTimer = 0f;
  20. // UI Elements (for future implementation)
  21. private Canvas eventCanvas;
  22. private UnityEngine.UI.Text eventText;
  23. private UnityEngine.UI.Button dismissButton;
  24. [System.Serializable]
  25. private class EventMessage
  26. {
  27. public string message;
  28. public EventType eventType;
  29. public float displayTime;
  30. public bool requiresPlayerInput;
  31. public EventMessage(string msg, EventType type, float time = 4f, bool requiresInput = false)
  32. {
  33. message = msg;
  34. eventType = type;
  35. displayTime = time;
  36. requiresPlayerInput = requiresInput;
  37. }
  38. }
  39. void Start()
  40. {
  41. SetupEventUI();
  42. }
  43. void Update()
  44. {
  45. HandleEventDisplay();
  46. HandleInput();
  47. }
  48. /// <summary>
  49. /// Show a travel event message to the player
  50. /// </summary>
  51. public void ShowEventMessage(string message, EventType eventType = EventType.Discovery, bool requiresInput = false)
  52. {
  53. if (string.IsNullOrEmpty(message)) return;
  54. var eventMessage = new EventMessage(message, eventType, messageDisplayTime, requiresInput);
  55. if (messageQueue.Count >= maxQueuedMessages)
  56. {
  57. Debug.LogWarning("⚠️ Event message queue full, discarding oldest message");
  58. messageQueue.Dequeue();
  59. }
  60. messageQueue.Enqueue(eventMessage);
  61. Debug.Log($"📜 Queued event message: {message}");
  62. }
  63. /// <summary>
  64. /// Show an event result with appropriate formatting
  65. /// </summary>
  66. public void ShowEventResult(EventResult result)
  67. {
  68. if (result == null || !result.eventOccurred) return;
  69. string message = result.resultMessage;
  70. // Add resource change information to the message
  71. if (result.goldChange != 0 || result.healthChange != 0 || result.foodChange != 0)
  72. {
  73. message += "\n\nEffects:";
  74. if (result.goldChange > 0) message += $"\n💰 +{result.goldChange} Gold";
  75. if (result.goldChange < 0) message += $"\n💰 {result.goldChange} Gold";
  76. if (result.healthChange > 0) message += $"\n❤️ +{result.healthChange} Health";
  77. if (result.healthChange < 0) message += $"\n❤️ {result.healthChange} Health";
  78. if (result.foodChange > 0) message += $"\n🍖 +{result.foodChange} Food";
  79. if (result.foodChange < 0) message += $"\n🍖 {result.foodChange} Food";
  80. }
  81. // Determine event type based on result
  82. EventType eventType = EventType.Discovery;
  83. if (result.startBattle) eventType = EventType.Combat;
  84. else if (result.openTrading) eventType = EventType.Trading;
  85. else if (result.healthChange < 0) eventType = EventType.Hazard;
  86. else if (result.healthChange > 0) eventType = EventType.Rest;
  87. bool requiresInput = result.shouldStopTravel || result.startBattle || result.openTrading;
  88. ShowEventMessage(message, eventType, requiresInput);
  89. }
  90. private void SetupEventUI()
  91. {
  92. if (useDebugUI)
  93. {
  94. // For now, we'll use the debug console
  95. Debug.Log("🖥️ Travel Event UI initialized (Debug Mode)");
  96. return;
  97. }
  98. // TODO: Set up proper UI elements
  99. // This would create or find UI canvas, text elements, buttons, etc.
  100. // For integration with your existing UI system
  101. }
  102. private void HandleEventDisplay()
  103. {
  104. // Start showing next message if not currently showing one
  105. if (!isShowingMessage && messageQueue.Count > 0)
  106. {
  107. currentMessage = messageQueue.Dequeue();
  108. isShowingMessage = true;
  109. messageTimer = 0f;
  110. DisplayCurrentMessage();
  111. }
  112. // Handle message timing
  113. if (isShowingMessage && currentMessage != null)
  114. {
  115. messageTimer += Time.deltaTime;
  116. // Auto-dismiss if time expires and no input required
  117. if (!currentMessage.requiresPlayerInput && messageTimer >= currentMessage.displayTime)
  118. {
  119. DismissCurrentMessage();
  120. }
  121. }
  122. }
  123. private void HandleInput()
  124. {
  125. if (!isShowingMessage || currentMessage == null) return;
  126. // Handle dismiss input
  127. if (Input.GetKeyDown(dismissKey))
  128. {
  129. DismissCurrentMessage();
  130. }
  131. // Handle other event-specific inputs
  132. if (currentMessage.requiresPlayerInput)
  133. {
  134. // TODO: Handle specific event choices (Accept/Decline trade, etc.)
  135. }
  136. }
  137. private void DisplayCurrentMessage()
  138. {
  139. if (currentMessage == null) return;
  140. if (useDebugUI)
  141. {
  142. string prefix = GetEventTypePrefix(currentMessage.eventType);
  143. Debug.Log($"{prefix} {currentMessage.message}");
  144. if (currentMessage.requiresPlayerInput)
  145. {
  146. Debug.Log($"💡 Press {dismissKey} to continue...");
  147. }
  148. }
  149. else
  150. {
  151. // TODO: Display in proper UI
  152. // Set text content, show panel, animate, etc.
  153. }
  154. }
  155. private void DismissCurrentMessage()
  156. {
  157. if (currentMessage == null) return;
  158. Debug.Log($"✅ Event message dismissed: {currentMessage.eventType}");
  159. currentMessage = null;
  160. isShowingMessage = false;
  161. messageTimer = 0f;
  162. if (!useDebugUI)
  163. {
  164. // TODO: Hide UI elements, animate out, etc.
  165. }
  166. }
  167. private string GetEventTypePrefix(EventType eventType)
  168. {
  169. return eventType switch
  170. {
  171. EventType.Combat => "⚔️ COMBAT:",
  172. EventType.Trading => "🛒 TRADING:",
  173. EventType.Discovery => "💎 DISCOVERY:",
  174. EventType.Social => "👥 ENCOUNTER:",
  175. EventType.Hazard => "⚠️ HAZARD:",
  176. EventType.Rest => "🏕️ REST:",
  177. EventType.Mystery => "❓ MYSTERY:",
  178. _ => "📜 EVENT:"
  179. };
  180. }
  181. /// <summary>
  182. /// Clear all queued messages
  183. /// </summary>
  184. public void ClearMessages()
  185. {
  186. messageQueue.Clear();
  187. if (isShowingMessage)
  188. {
  189. DismissCurrentMessage();
  190. }
  191. Debug.Log("🧹 Event message queue cleared");
  192. }
  193. /// <summary>
  194. /// Check if the UI is currently showing a message that requires input
  195. /// </summary>
  196. public bool IsWaitingForInput()
  197. {
  198. return isShowingMessage && currentMessage != null && currentMessage.requiresPlayerInput;
  199. }
  200. /// <summary>
  201. /// Get the number of queued messages
  202. /// </summary>
  203. public int GetQueuedMessageCount()
  204. {
  205. return messageQueue.Count;
  206. }
  207. void OnGUI()
  208. {
  209. if (!useDebugUI || !isShowingMessage || currentMessage == null) return;
  210. // Simple on-screen display for debugging
  211. GUIStyle style = new GUIStyle(GUI.skin.box);
  212. style.fontSize = 16;
  213. style.wordWrap = true;
  214. style.alignment = TextAnchor.MiddleCenter;
  215. // Background box
  216. float boxWidth = Screen.width * 0.6f;
  217. float boxHeight = Screen.height * 0.3f;
  218. float boxX = (Screen.width - boxWidth) * 0.5f;
  219. float boxY = (Screen.height - boxHeight) * 0.5f;
  220. GUI.Box(new Rect(boxX, boxY, boxWidth, boxHeight), "", style);
  221. // Event message
  222. GUIStyle textStyle = new GUIStyle(GUI.skin.label);
  223. textStyle.fontSize = 14;
  224. textStyle.wordWrap = true;
  225. textStyle.alignment = TextAnchor.MiddleCenter;
  226. textStyle.normal.textColor = Color.white;
  227. string displayText = currentMessage.message;
  228. if (currentMessage.requiresPlayerInput)
  229. {
  230. displayText += $"\n\n[Press {dismissKey} to continue]";
  231. }
  232. else
  233. {
  234. float timeLeft = currentMessage.displayTime - messageTimer;
  235. displayText += $"\n\n(Auto-dismiss in {timeLeft:F1}s)";
  236. }
  237. GUI.Label(new Rect(boxX + 10, boxY + 10, boxWidth - 20, boxHeight - 20), displayText, textStyle);
  238. }
  239. }