Aetheria/Assets/Scripts/UI/ContextMenu.cs
hyperion51 0ae4a388f5 Improved Context Menus
Context menus now support dropdown options
Context menus can now be created for UI elements with new dedicated cancellation click catcher
Game manager creates context menus based on the object being clicked, no need for duplicate code in every context that object appears
2020-05-22 00:01:07 +01:00

122 lines
3.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class ContextMenu : MonoBehaviour
{
public Canvas Canvas;
public RectTransform Root;
public ClickCatcher CancelClickCatcher;
public ContextMenuOption OptionPrefab;
public ContextMenu DropMenuPrefab;
public ContextMenu Parent;
public bool ForceDirectionRight;
public Vector3 ForcePosition;
public RectTransform ContentRoot;
public float OptionHeight;
public float PaddingHeight;
private List<GameObject> _options = new List<GameObject>();
private bool _hasDropdown;
private bool _dropdownRight;
private GameObject _dropdown;
private ContextMenuOption _currentDropdown;
private void Start()
{
if (CancelClickCatcher != null)
CancelClickCatcher.OnClick += data =>
{
End();
};
}
private void End()
{
if (_dropdown != null)
Destroy(_dropdown);
CancelClickCatcher.gameObject.SetActive(false);
gameObject.SetActive(false);
}
public void Clear()
{
// Destroy previous options
foreach(var option in _options)
Destroy(option);
_options.Clear();
_hasDropdown = false;
}
public void AddOption(string text, Action action)
{
var optionButton = Instantiate(OptionPrefab, ContentRoot);
optionButton.Label.text = text;
optionButton.Button.onClick.AddListener(() =>
{
action();
if(Parent!=null)
Parent.End();
else
End();
});
optionButton.Hover.OnEnter += data =>
{
if (_dropdown != null)
Destroy(_dropdown);
};
optionButton.Arrow.gameObject.SetActive(false);
_options.Add(optionButton.gameObject);
}
public void AddDropdown(string text, IEnumerable<(string text, Action action)> options)
{
_hasDropdown = true;
var optionButton = Instantiate(OptionPrefab, ContentRoot);
optionButton.Label.text = text;
optionButton.Hover.OnEnter += data =>
{
if (_currentDropdown != optionButton)
{
if(_dropdown!=null)
Destroy(_dropdown);
var drop = Instantiate(DropMenuPrefab, Root);
_dropdown = drop.gameObject;
foreach (var option in options)
drop.AddOption(option.text, option.action);
drop.Parent = this;
drop.ForceDirectionRight = _dropdownRight;
Vector3[] corners = new Vector3[4];
((RectTransform) optionButton.transform).GetWorldCorners(corners);
drop.ForcePosition = corners[_dropdownRight ? 2 : 1];
drop.Show();
}
};
_options.Add(optionButton.gameObject);
}
public void Show()
{
var rect = transform as RectTransform;
var pivot = rect.pivot;
var canvas = Parent != null ? Parent.Canvas : Canvas;
if (Parent!=null)
pivot.x = ForceDirectionRight ? 0 : 1;
else
pivot.x = Input.mousePosition.x > Screen.width - rect.sizeDelta.x * canvas.scaleFactor ? 1 : 0;
var scaleFactor = canvas.scaleFactor;
_dropdownRight = Input.mousePosition.x < Screen.width - rect.sizeDelta.x * scaleFactor * 2;
var pivotTop = (Parent==null ? Input.mousePosition.y : ForcePosition.y) > (PaddingHeight + _options.Count * OptionHeight) * scaleFactor;
pivot.y = pivotTop ? 1 : 0;
rect.pivot = pivot;
rect.position = Parent!=null ? ForcePosition - (pivotTop ? Vector3.zero : Vector3.up * (OptionHeight * scaleFactor)) : Input.mousePosition;
if (Parent==null)
CancelClickCatcher.gameObject.SetActive(true);
}
}