Aetheria/Assets/Scripts/UI/ConfirmationDialog.cs

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
2021-01-05 02:56:17 +00:00
using UnityEngine.InputSystem;
using UnityEngine.UI;
using UniRx;
public class ConfirmationDialog : PropertiesPanel
{
public ClickCatcher CancelClickCatcher;
public GameObject ButtonGroup;
public Button Cancel;
public Button Confirm;
public TextMeshProUGUI ConfirmText;
public TextMeshProUGUI CancelText;
public bool LockDialog { get; set; }
private Action _onCancel;
private Action _onConfirm;
private void Start()
{
Cancel.onClick.AddListener(() => End());
Confirm.onClick.AddListener(() => End(true));
if (CancelClickCatcher != null)
CancelClickCatcher.OnClick.Subscribe(data =>
{
if (!LockDialog) End();
});
OnPropertyAdded += go =>
{
go.SetActive(true);
go.transform.SetSiblingIndex(Title.transform.GetSiblingIndex() + 1);
};
gameObject.SetActive(false);
}
public void End(bool success = false)
{
if(success) _onConfirm?.Invoke();
else _onCancel?.Invoke();
CancelClickCatcher?.gameObject.SetActive(false);
gameObject.SetActive(false);
ActionGameManager.Instance?.Input.Global.Enable();
}
public void MoveToCursor()
{
transform.position = Mouse.current.position.ReadValue();
}
public void Show(Action onConfirm = null, Action onCancel = null, string confirmText = "OK", string cancelText = "Cancel")
{
gameObject.SetActive(true);
_onConfirm = onConfirm;
Confirm.gameObject.SetActive(onConfirm!=null);
ConfirmText.text = confirmText;
_onCancel = onCancel;
Cancel.gameObject.SetActive(onCancel!=null);
CancelText.text = cancelText;
ButtonGroup.SetActive(onConfirm!=null || onCancel!=null);
CancelClickCatcher?.gameObject.SetActive(true);
ActionGameManager.Instance?.Input.Global.Disable();
}
}