Newly created drones now register their origin colony correctly Hauling behavior fixed for multiple items Buttons can't be dragged unless explicitly enabled Inspecting a colony with lots of compound commodities no longer sets your computer on fire
85 lines
2.7 KiB
C#
85 lines
2.7 KiB
C#
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 FlatFlatButton 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 += _ => 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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