Added MPL license headers SectorRenderer renders entities in sector, manages particle systems for ship thrusters Thrusters apply torque based on orientation and position relative to ship center of mass GameManager controls the player ship's thrusters Player can dock with station if they are near
89 lines
2.9 KiB
C#
89 lines
2.9 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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public class PropertiesList : PropertiesPanel
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{
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public Image FoldoutIcon;
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public float FoldoutRotationDamping;
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public Button Button;
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public VerticalLayoutGroup LayoutGroup;
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public int FoldedPadding = -8;
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public int ExpandedPadding = 8;
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public event Action<bool> OnExpand;
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private bool _expanded = false;
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private float _targetFoldoutRotation = 0;
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private float _foldoutRotation = 0;
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public bool Expanded => _expanded;
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public new void Awake()
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{
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Button.onClick.AddListener(ToggleExpand);
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OnPropertyAdded += go => go.SetActive(_expanded);
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//SetExpanded(true, true);
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}
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public override void Update()
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{
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RefreshValues();
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_foldoutRotation =
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Mathf.Lerp(_foldoutRotation, _targetFoldoutRotation, FoldoutRotationDamping * Time.deltaTime);
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FoldoutIcon.transform.localRotation = Quaternion.Euler(0,0, _foldoutRotation);
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}
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public void ToggleExpand() => SetExpanded(!_expanded, false);
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public void SetExpanded(bool expanded, bool force)
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{
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_expanded = expanded;
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var padding = LayoutGroup.padding;
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padding = new RectOffset(padding.left, padding.right, padding.top, _expanded ? ExpandedPadding : FoldedPadding);
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LayoutGroup.padding = padding;
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foreach (var property in Properties) property.SetActive(_expanded);
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_targetFoldoutRotation = _expanded ? -90 : 0;
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if (force)
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{
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_foldoutRotation = _targetFoldoutRotation;
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FoldoutIcon.transform.localRotation = Quaternion.Euler(0,0, _foldoutRotation);
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}
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OnExpand?.Invoke(_expanded);
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}
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// public override PropertyLabel AddProperty(string name, Func<string> read = null, Action<PointerEventData> onClick = null, bool radio = false)
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// {
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// var prop = base.AddProperty(name, read, onClick, radio);
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// prop.gameObject.SetActive(false);
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// return prop;
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// }
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//
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// public override PropertiesList AddList(string name)
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// {
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// var list = base.AddList(name);
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// list.gameObject.SetActive(false);
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// return list;
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// }
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//
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// public override RectTransform AddSection(string name)
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// {
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// var section = base.AddSection(name);
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// section.gameObject.SetActive(false);
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// return section;
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// }
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//
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// public override PropertyButton AddButton(string name, Action<PointerEventData> onClick)
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// {
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// var button = base.AddButton(name, onClick);
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// button.gameObject.SetActive(false);
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// return button;
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// }
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}
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