Aetheria/Assets/Scripts/UI/ReadOnlyPropertiesPanel.cs
hyperion51 110ff883b8 Entity Spawning & Rendering
Entity rendering now fully supports dynamic entities from game context
Entity children now displayed underneath icon
GameContext can spawn entities by loadout
Selected corporation's initial fleet is spawned in parent corp's home sector
Properties panel API is now unified with context menu API
Properties panel labels now update dynamically
2020-05-25 03:05:30 +01:00

65 lines
2 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class ReadOnlyPropertiesPanel : MonoBehaviour
{
public TextMeshProUGUI Title;
public RectTransform SectionPrefab;
public RectTransform ListPrefab;
public RectTransform ListItemPrefab;
public PropertyLabel ListPropertyPrefab;
public PropertyLabel PropertyPrefab;
private List<GameObject> _properties = new List<GameObject>();
public void Clear()
{
foreach(var property in _properties)
Destroy(property);
}
public void AddProperty(string name, Func<string> value)
{
var property = Instantiate(PropertyPrefab, transform);
property.Name.text = name;
property.ValueFunction = value;
_properties.Add(property.gameObject);
}
public void AddSection(string name)
{
var section = Instantiate(SectionPrefab, transform);
section.GetComponentInChildren<TextMeshProUGUI>().text = name;
_properties.Add(section.gameObject);
}
public void AddList(string name, IEnumerable<string> elements)
{
var list = Instantiate(ListPrefab, transform);
list.GetComponentInChildren<TextMeshProUGUI>().text = name;
foreach (var element in elements)
{
var item = Instantiate(ListItemPrefab, list);
item.GetComponentInChildren<TextMeshProUGUI>().text = element;
_properties.Add(item.gameObject);
}
_properties.Add(list.gameObject);
}
public void AddList(string name, IEnumerable<Tuple<string, string>> elements)
{
var list = Instantiate(ListPrefab, transform);
list.GetComponentInChildren<TextMeshProUGUI>().text = name;
foreach (var element in elements)
{
var item = Instantiate(ListPropertyPrefab, list);
item.Name.text = element.Item1;
item.Value.text = element.Item2;
_properties.Add(item.gameObject);
}
_properties.Add(list.gameObject);
}
}