Selling Functionality, Picking up items, Basic computer
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Assets/HUD/ItemSellScreen/SellScreenController.cs
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50
Assets/HUD/ItemSellScreen/SellScreenController.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.UIElements;
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using Button = UnityEngine.UIElements.Button;
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public class SellScreenController : MonoBehaviour {
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private UIDocument _document;
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private Label _itemNameLabel;
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private Label _paidPriceLabel;
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private TextField _YourPriceInputfield;
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private SellCounter _counter;
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private Object _sellingObject;
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//Becase we set the gameobject to active false, we need to use Awake
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private void Awake() {
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_document = GetComponent<UIDocument>();
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_itemNameLabel = _document.rootVisualElement.Q<Label>("ItemName");
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_document.rootVisualElement.Q<Button>("SellButton").clicked += SellItem;
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_paidPriceLabel = _document.rootVisualElement.Q<Label>("PriceLabel");
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_YourPriceInputfield = _document.rootVisualElement.Q<TextField>("YourPrice");
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if (_itemNameLabel == null) {
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Debug.LogError("Item name not found");
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}
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}
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//TODO: ask how to do this, since the gameobjec that renders the ui is not active
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public void SetItem(SellCounter counter, Object @object) {
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_counter = counter;
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_sellingObject = @object;
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_paidPriceLabel.text = @object.ObjectSo.basePrice.ToString();
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_itemNameLabel.text = @object.ObjectSo.objectName;
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}
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public void SellItem() {
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_counter.ConfirmSell(_sellingObject);
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HUDManager.Instance.HideCurrentHUD();
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//Sell the item
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//Trigger an event that the item was sold
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Debug.Log("Selling: " + _itemNameLabel.text);
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}
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}
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