Files
riversong-code-showcase/Source/Riversong/Game/UI/Panels/WorldUI/BuildingBadgeUIController.cs
2026-05-21 16:04:49 +02:00

125 lines
4.2 KiB
C#

using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.UIElements;
namespace DanieleMarotta.RiversongCodeShowcase
{
public class BuildingBadgeUIController : UIControllerSystem, IInitializable, IDisposable, IUpdatable
{
[InjectService]
private ISignalBus _signalBus;
[InjectService]
private IWorldUIService _worldUIService;
[InjectService]
private ICameraProperties _cameraProperties;
[InjectService]
private GameConfig _gameConfig;
[InjectService]
private World _world;
private VisualElement _container;
private readonly Dictionary<int, BadgeEntry> _entries = new();
public BuildingBadgeUIController(IServiceLocator serviceLocator) : base(serviceLocator)
{
}
public override async UniTask InitializeAsync()
{
await base.InitializeAsync();
_container = UIRoot.RootVisualElement.Q(className: "world-ui-layer");
_signalBus.Subscribe<BuildingVisualizationCreatedSignal>(OnBuildingVisualizationCreated);
_signalBus.Subscribe<BuildingDeletedSignal>(OnBuildingDeleted);
}
public void Dispose()
{
_signalBus.Unsubscribe<BuildingVisualizationCreatedSignal>(OnBuildingVisualizationCreated);
_signalBus.Unsubscribe<BuildingDeletedSignal>(OnBuildingDeleted);
}
private void OnBuildingVisualizationCreated(BuildingVisualizationCreatedSignal signal)
{
var building = signal.Building;
if (building.Definition.WorkerCount <= 0) return;
CreateBadgeAsync(building, signal.Visualization).Forget();
}
private async UniTask CreateBadgeAsync(Building building, BuildingVisualization visualization)
{
var element = UIService.TemplateLibrary.WorldUI.Badge.CloneTree();
_container.Add(element);
var view = (BuildingBadgeUIView)await UIService.CreateView(typeof(BuildingBadgeUIView), element);
view.RootElement.SetPickingModeRecursive(PickingMode.Ignore);
view.Show(false);
_worldUIService.Register(view.RootElement, visualization.transform);
_entries.Add(building.Id, new BadgeEntry(building, view));
}
private void OnBuildingDeleted(BuildingDeletedSignal signal)
{
if (!_entries.Remove(signal.Building.Id, out var entry)) return;
_worldUIService.Unregister(entry.View.RootElement);
entry.View.RootElement.RemoveFromHierarchy();
}
public void Update()
{
var zoomRange = _gameConfig.Camera.ZoomRange;
var config = UIService.TemplateLibrary.WorldUI;
var normalizedZoom = Mathf.InverseLerp(zoomRange.x, config.BadgeZoomCullThreshold, _cameraProperties.Zoom);
var offset = Mathf.Lerp(config.BadgeYOffset.x, config.BadgeYOffset.y, normalizedZoom);
var scale = Mathf.Lerp(config.BadgeScale.x, config.BadgeScale.y, normalizedZoom);
var culledByZoom = _cameraProperties.Zoom > config.BadgeZoomCullThreshold;
UpdateBadges(culledByZoom);
foreach (var entry in _entries.Values)
{
entry.View.RootElement.SetScale(scale);
_worldUIService.SetWorldOffset(entry.View.RootElement, offset * Vector3.up);
}
}
private void UpdateBadges(bool culledByZoom)
{
foreach (var entry in _entries.Values)
{
ref var sleepState = ref entry.Building.GetSleepStateRW();
var show = !culledByZoom && _world.TimeState.DayNightCycleStep == DayNightCycleStep.Day && sleepState.HasHomelessWorkers;
entry.View.Show(show);
}
}
private readonly struct BadgeEntry
{
public readonly Building Building;
public readonly BuildingBadgeUIView View;
public BadgeEntry(Building building, BuildingBadgeUIView view)
{
Building = building;
View = view;
}
}
}
}