1.Commit
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74
Assets/FleetUI.cs
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74
Assets/FleetUI.cs
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using System.Collections;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEditor.UIElements;
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using UnityEngine;
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using UnityEngine.UI;
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using static UnityEngine.EventSystems.EventTrigger;
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public class FleetUI : MonoBehaviour
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{
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public GameObject UI; //Container for every UI part
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public GameObject Camera;
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public GameObject entryPrefab; // Prefab for the entry UI element
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public Transform contentParent; // Parent transform for the content area
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public List<GameObject> EntryList;
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public FleetManager fleetManager;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void SwitchFleetManagerUI()
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{
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if (UI.activeInHierarchy == true)
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{
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DeleteOldEntries();
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UI.SetActive(false);
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}
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else
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{
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UpdateUI();
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UI.SetActive(true);
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}
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}
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void DeleteOldEntries()
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{
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foreach (GameObject f in EntryList)
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{
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Destroy(f);
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}
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EntryList.Clear();
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}
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public void UpdateUI()
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{
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DeleteOldEntries();
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fleetManager.UpdateFleetsList();
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Vector3 v = new Vector3();
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int id = 0;
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foreach (Fleet fleet in fleetManager.Fleets)
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{
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GameObject entryObject = Instantiate(entryPrefab, contentParent);
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EntryList.Add(entryObject);
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v.y = (-1) * id * (entryPrefab.GetComponent<RectTransform>().sizeDelta.y);
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entryObject.transform.localPosition = v;
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EntryUI entryUI = entryObject.GetComponent<EntryUI>();
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// Set the information for the entry
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entryUI.SetEntryInfo(fleet, this.GetComponent<FleetManager>());
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entryUI.IDText.text = id.ToString();
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id++;
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}
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}
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}
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