TravelEventUI.cs 8.2 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 = false; // 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. }
  62. /// <summary>
  63. /// Show an event result with appropriate formatting
  64. /// </summary>
  65. public void ShowEventResult(EventResult result)
  66. {
  67. if (result == null || !result.eventOccurred) return;
  68. string message = result.resultMessage;
  69. // Add resource change information to the message
  70. if (result.goldChange != 0 || result.healthChange != 0 || result.foodChange != 0)
  71. {
  72. message += "\n\nEffects:";
  73. if (result.goldChange > 0) message += $"\n💰 +{result.goldChange} Gold";
  74. if (result.goldChange < 0) message += $"\n💰 {result.goldChange} Gold";
  75. if (result.healthChange > 0) message += $"\n❤️ +{result.healthChange} Health";
  76. if (result.healthChange < 0) message += $"\n❤️ {result.healthChange} Health";
  77. if (result.foodChange > 0) message += $"\n🍖 +{result.foodChange} Food";
  78. if (result.foodChange < 0) message += $"\n🍖 {result.foodChange} Food";
  79. }
  80. // Determine event type based on result
  81. EventType eventType = EventType.Discovery;
  82. if (result.startBattle) eventType = EventType.Combat;
  83. else if (result.openTrading) eventType = EventType.Trading;
  84. else if (result.healthChange < 0) eventType = EventType.Hazard;
  85. else if (result.healthChange > 0) eventType = EventType.Rest;
  86. bool requiresInput = result.shouldStopTravel || result.startBattle || result.openTrading;
  87. ShowEventMessage(message, eventType, requiresInput);
  88. }
  89. private void SetupEventUI()
  90. {
  91. if (useDebugUI)
  92. {
  93. // For now, we'll use the debug console
  94. return;
  95. }
  96. // TODO: Set up proper UI elements
  97. // This would create or find UI canvas, text elements, buttons, etc.
  98. // For integration with your existing UI system
  99. }
  100. private void HandleEventDisplay()
  101. {
  102. // Start showing next message if not currently showing one
  103. if (!isShowingMessage && messageQueue.Count > 0)
  104. {
  105. currentMessage = messageQueue.Dequeue();
  106. isShowingMessage = true;
  107. messageTimer = 0f;
  108. DisplayCurrentMessage();
  109. }
  110. // Handle message timing
  111. if (isShowingMessage && currentMessage != null)
  112. {
  113. messageTimer += Time.deltaTime;
  114. // Auto-dismiss if time expires and no input required
  115. if (!currentMessage.requiresPlayerInput && messageTimer >= currentMessage.displayTime)
  116. {
  117. DismissCurrentMessage();
  118. }
  119. }
  120. }
  121. private void HandleInput()
  122. {
  123. if (!isShowingMessage || currentMessage == null) return;
  124. // Handle dismiss input
  125. if (Input.GetKeyDown(dismissKey))
  126. {
  127. DismissCurrentMessage();
  128. }
  129. // Handle other event-specific inputs
  130. if (currentMessage != null && currentMessage.requiresPlayerInput)
  131. {
  132. // TODO: Handle specific event choices (Accept/Decline trade, etc.)
  133. }
  134. }
  135. private void DisplayCurrentMessage()
  136. {
  137. if (currentMessage == null) return;
  138. if (useDebugUI)
  139. {
  140. string prefix = GetEventTypePrefix(currentMessage.eventType);
  141. }
  142. else
  143. {
  144. // TODO: Display in proper UI
  145. // Set text content, show panel, animate, etc.
  146. }
  147. }
  148. private void DismissCurrentMessage()
  149. {
  150. if (currentMessage == null) return;
  151. currentMessage = null;
  152. isShowingMessage = false;
  153. messageTimer = 0f;
  154. if (!useDebugUI)
  155. {
  156. // TODO: Hide UI elements, animate out, etc.
  157. }
  158. }
  159. private string GetEventTypePrefix(EventType eventType)
  160. {
  161. return eventType switch
  162. {
  163. EventType.Combat => "⚔️ COMBAT:",
  164. EventType.Trading => "🛒 TRADING:",
  165. EventType.Discovery => "💎 DISCOVERY:",
  166. EventType.Social => "👥 ENCOUNTER:",
  167. EventType.Hazard => "⚠️ HAZARD:",
  168. EventType.Rest => "🏕️ REST:",
  169. EventType.Mystery => "❓ MYSTERY:",
  170. _ => "📜 EVENT:"
  171. };
  172. }
  173. /// <summary>
  174. /// Clear all queued messages
  175. /// </summary>
  176. public void ClearMessages()
  177. {
  178. messageQueue.Clear();
  179. if (isShowingMessage)
  180. {
  181. DismissCurrentMessage();
  182. }
  183. }
  184. /// <summary>
  185. /// Check if the UI is currently showing a message that requires input
  186. /// </summary>
  187. public bool IsWaitingForInput()
  188. {
  189. return isShowingMessage && currentMessage != null && currentMessage.requiresPlayerInput;
  190. }
  191. /// <summary>
  192. /// Get the number of queued messages
  193. /// </summary>
  194. public int GetQueuedMessageCount()
  195. {
  196. return messageQueue.Count;
  197. }
  198. void OnGUI()
  199. {
  200. if (!useDebugUI || !isShowingMessage || currentMessage == null) return;
  201. // Simple on-screen display for debugging
  202. GUIStyle style = new GUIStyle(GUI.skin.box);
  203. style.fontSize = 16;
  204. style.wordWrap = true;
  205. style.alignment = TextAnchor.MiddleCenter;
  206. // Background box
  207. float boxWidth = Screen.width * 0.6f;
  208. float boxHeight = Screen.height * 0.3f;
  209. float boxX = (Screen.width - boxWidth) * 0.5f;
  210. float boxY = (Screen.height - boxHeight) * 0.5f;
  211. GUI.Box(new Rect(boxX, boxY, boxWidth, boxHeight), "", style);
  212. // Event message
  213. GUIStyle textStyle = new GUIStyle(GUI.skin.label);
  214. textStyle.fontSize = 14;
  215. textStyle.wordWrap = true;
  216. textStyle.alignment = TextAnchor.MiddleCenter;
  217. textStyle.normal.textColor = Color.white;
  218. string displayText = currentMessage.message;
  219. if (currentMessage.requiresPlayerInput)
  220. {
  221. displayText += $"\n\n[Press {dismissKey} to continue]";
  222. }
  223. else
  224. {
  225. float timeLeft = currentMessage.displayTime - messageTimer;
  226. displayText += $"\n\n(Auto-dismiss in {timeLeft:F1}s)";
  227. }
  228. GUI.Label(new Rect(boxX + 10, boxY + 10, boxWidth - 20, boxHeight - 20), displayText, textStyle);
  229. }
  230. }