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NetworkPlayerUIController.cs
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using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.UI;
namespace MalbersAnimations.NetCode
{
[System.Serializable]
public class UIHolster
{
public HolsterID holster;
public Image image;
}
public class NetworkPlayerUIController : MonoBehaviour
{
[SerializeField] List<UIHolster> UIHolsters;
[SerializeField] Text UIWeaponNameText;
[SerializeField] WeaponDetailsSO weaponDetails;
MInventory playerInventory;
public static NetworkPlayerUIController Instance;
private void Awake()
{
Instance = this;
}
private void Start()
{
if (PlayerRegister.Instance == null)
{
Debug.LogError("This component cannot function without a PlayerRegister in the scene!");
return;
}
PlayerRegister.Instance.OnPlayerAdded += PlayerRegister_OnPlayerAdded;
}
private void PlayerRegister_OnPlayerAdded(object sender, PlayerAddedEventArgs e)
{
if (e.playerNetworkObject.IsOwner)
{
playerInventory = e.playerNetworkObject.GetComponent<MInventory>();
}
}
internal void UpdateInventoryUI(HolsterID holsterID, WeaponID weaponID)
{
foreach (var uiHolster in UIHolsters)
{
if (holsterID == uiHolster.holster)
{
// Found a weapon in this holster, set the sprite
var weaponDetail = weaponDetails.weaponDetails.First(x=>x.weaponID == weaponID);
var sprite = weaponDetail.sprite;
uiHolster.image.sprite = sprite;
UIWeaponNameText.text = weaponDetail.weaponName;
}
}
}
}
}