Aetheria/Assets/Scripts/UI/PropertiesList.cs
Reinier Vens 4f19189244 Menu Screen + UI Restyle
Created menu screen
Created inventory tab with 2 cargo panes and properties panel
Updated the style of every UI prefab
Implemented Blurred UI material
Implemented UI shaders for map layers
Created Map tab (still needs input)
2020-12-14 02:56:35 +00:00

85 lines
2.7 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class PropertiesList : PropertiesPanel
{
public Image FoldoutIcon;
public float FoldoutRotationDamping;
public Button Button;
public VerticalLayoutGroup LayoutGroup;
public int FoldedPadding = -8;
public int ExpandedPadding = 8;
public event Action<bool> OnExpand;
private bool _expanded = false;
private float _targetFoldoutRotation = 0;
private float _foldoutRotation = 0;
public bool Expanded => _expanded;
public new void Awake()
{
Button.onClick.AddListener(ToggleExpand);
OnPropertyAdded += go => go.SetActive(_expanded);
//SetExpanded(true, true);
}
public override void Update()
{
RefreshValues();
_foldoutRotation =
Mathf.Lerp(_foldoutRotation, _targetFoldoutRotation, FoldoutRotationDamping * Time.deltaTime);
FoldoutIcon.transform.localRotation = Quaternion.Euler(0,0, _foldoutRotation);
}
public void ToggleExpand() => SetExpanded(!_expanded, false);
public void SetExpanded(bool expanded, bool force)
{
_expanded = expanded;
var padding = LayoutGroup.padding;
padding = new RectOffset(padding.left, padding.right, padding.top, _expanded ? ExpandedPadding : FoldedPadding);
LayoutGroup.padding = padding;
foreach (var property in Properties) property.SetActive(_expanded);
_targetFoldoutRotation = _expanded ? -90 : 0;
if (force)
{
_foldoutRotation = _targetFoldoutRotation;
FoldoutIcon.transform.localRotation = Quaternion.Euler(0,0, _foldoutRotation);
}
OnExpand?.Invoke(_expanded);
}
// public override PropertyLabel AddProperty(string name, Func<string> read = null, Action<PointerEventData> onClick = null, bool radio = false)
// {
// var prop = base.AddProperty(name, read, onClick, radio);
// prop.gameObject.SetActive(false);
// return prop;
// }
//
// public override PropertiesList AddList(string name)
// {
// var list = base.AddList(name);
// list.gameObject.SetActive(false);
// return list;
// }
//
// public override RectTransform AddSection(string name)
// {
// var section = base.AddSection(name);
// section.gameObject.SetActive(false);
// return section;
// }
//
// public override PropertyButton AddButton(string name, Action<PointerEventData> onClick)
// {
// var button = base.AddButton(name, onClick);
// button.gameObject.SetActive(false);
// return button;
// }
}