Pedro Gomes c2b076ff5a Bugfixing null references corner cases
- fixed possible null on show tooltip of consumable item that was just used.
- fixed an issue preventing all characters from being loaded on character list if one in between was pointing to a null reference in playerprefs
2024-08-05 00:40:08 +01:00

133 lines
4.2 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using System.Text;
namespace Kryz.CharacterStats.Examples
{
public class ItemTooltip : MonoBehaviour
{
public static ItemTooltip Instance;
[SerializeField] Text nameText;
[SerializeField] Text slotTypeText;
[SerializeField] Text sellPriceText;
[SerializeField] Text statsText;
private StringBuilder sb = new StringBuilder();
private string sellText = "Sell: ";
private void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(this);
}
gameObject.SetActive(false);
}
private void ShowNonEquippableItemTooltip(Item itemToShow, bool fromVendor = false)
{
if (itemToShow == null) return;
gameObject.SetActive(true);
nameText.text = itemToShow.ItemName;
slotTypeText.text = "";
if (fromVendor)
sellPriceText.text = sellText + itemToShow.sellPriceVendor.ToString();
else
sellPriceText.text = sellText + itemToShow.sellPricePlayer.ToString();
statsText.text = itemToShow.description;
}
public void ShowTooltip(Item itemToShow)
{
if (!(itemToShow is EquippableItem))
{
ShowNonEquippableItemTooltip(itemToShow);
return;
}
EquippableItem item = (EquippableItem)itemToShow;
gameObject.SetActive(true);
nameText.text = item.ItemName;
slotTypeText.text = item.EquipmentType.ToString();
sellPriceText.text = sellText + item.sellPricePlayer.ToString();
sb.Length = 0;
AddStatText(item.StrengthBonus, " Strength");
AddStatText(item.AgilityBonus, " Agility");
AddStatText(item.IntelligenceBonus, " Intelligence");
AddStatText(item.SpiritBonus, " Spirit");
AddStatText(item.VitalityBonus, " Vitality");
AddStatText(item.StrengthPercentBonus * 100, "% Strength");
AddStatText(item.AgilityPercentBonus * 100, "% Agility");
AddStatText(item.IntelligencePercentBonus * 100, "% Intelligence");
AddStatText(item.SpiritPercentBonus * 100, "% Spirit");
AddStatText(item.VitalityPercentBonus * 100, "% Vitality");
statsText.text = sb.ToString();
}
public void ShowTooltipVendor(Item itemFromVendor)
{
if (!(itemFromVendor is EquippableItem))
{
ShowNonEquippableItemTooltip(itemFromVendor, true);
return;
}
EquippableItem item = (EquippableItem)itemFromVendor;
gameObject.SetActive(true);
nameText.text = item.ItemName;
slotTypeText.text = item.EquipmentType.ToString();
sellPriceText.text = sellText + item.sellPriceVendor.ToString();
sb.Length = 0;
AddStatText(item.StrengthBonus, " Strength");
AddStatText(item.AgilityBonus, " Agility");
AddStatText(item.IntelligenceBonus, " Intelligence");
AddStatText(item.SpiritBonus, " Spirit");
AddStatText(item.VitalityBonus, " Vitality");
AddStatText(item.StrengthPercentBonus * 100, "% Strength");
AddStatText(item.AgilityPercentBonus * 100, "% Agility");
AddStatText(item.IntelligencePercentBonus * 100, "% Intelligence");
AddStatText(item.SpiritPercentBonus * 100, "% Spirit");
AddStatText(item.VitalityPercentBonus * 100, "% Vitality");
statsText.text = sb.ToString();
}
public void HideTooltip()
{
gameObject.SetActive(false);
}
private void AddStatText(float statBonus, string statName)
{
if (statBonus != 0)
{
if (sb.Length > 0)
sb.AppendLine();
if (statBonus > 0)
sb.Append("+");
sb.Append(statBonus);
sb.Append(statName);
}
}
}
}